Hi all!
I was casually thinking about Ancient Cities when the topic of gameplay mechanics based on real life came through my mind. I thought about mechanics like:
Needing n strong people at the same time to erect the posts to build a house
Observing and studying the sky during x years in the same location to build monuments based on sunlight/stars
Having the knowledge to craft a polished hoe to farm
Having y inhabitants in your village to unlock certain buildings (a classic amongst classics in city builders )
etc!
I was wondering if you were already decided on game mechanics or if you were looking for new ideas and open to propositions.
I think that the idea of having a planning and observation moment prior to building is very interesting! After all all the great monuments were thoroughly thought of before being constructed.
So maybe having some kind of project director/architect work on the planning could then reduce the actual building time/material costs.
It’s probably going to be “old.school-like”: think, try, take over or reject, think again. It is a very challenging setting from today’s perspective. It wants to be coherent, but should also be fun at play and exciting. I am very excited about the development
I’ve been playing Grand Ages: Rome (Imperium Civitas III in spanish), and wanted to share something I’ve noticed and appreciated in this game. There is a system that compels the player to build sensible and historically accurate cities, rewarding the player with popularity (a percentage which you can spend to activate certain measures and that you can lose by taking unpopular decisions).
For example, it rewards the player for placing a bakery near a road, for the commercial value:
AC is already on track on the matter of teaching with the gameplay, I just wanted to share these pictures because I think they are a good gameplay element.