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Friday Blog 196 - ...NPC Colonies?


Last week, we wrote about a new problem we encountered. With the plans for more spread out resources, it would make sense to make bronze more realistic. In real life, tin is actually a very rare resource. But if players require a second colony to produce bronze, those second colonies will be necessary very early in the game. That will be pretty difficult and confusing! We asked for help and received a lot of replies. They were very useful, especially this one from EZJ: [quote]Bronze age trade wasn't one person organizing multiple colonies and trading between them. Maybe adding small NPC colonies that can trade rare resources in the early game before you can start expanding and getting those resources yourself?[/quote] That does make sense. Most bronze-smelters, historically, would not have personally set up a tin outpost, they would have bought some from a trader. In 0.1.0, purchasing flax seeds with gold coins was a fundamental element of the game. It was a bit confusing because it worked like very other crafter, and it could benefit from a better interface. But having a good way to buy "outside goods" (and to sell to "outsiders"!) would be beneficial in many ways. It could be a way to give players access to more resources that aren't available in the first colony, at a cost. And it could incentivize players to produce certain goods on a large scale. We were already considering "MonsterForts", which would be custom built fortresses in other dimensions. With the other-dimension feature added, it would be relatively easy to add "friendly" fortresses as well. These could pretty much be NPC colonies! Perhaps you'd need to visit them to set up trade. NPC colonies have consistently been a very popular request, but we found it hard to imagine ways to add them, and to make them useful. We might be close to solving those problems! But eventually, players want to move beyond purchasing exotic resources, and they actually want to go out in the world and find these ores. How do players recognize them on the surface? Zun suggested that we might add caves and put the ores there. That could be a solution! Another idea is to generate deserted mining towns on the surface of significant ore deposits. It would work, but it would simultaneously imply that you live in some kind of post-apocalyptic scenario. That would be interesting, lore-wise.
So, if bronze is rather difficult to produce in real life because tin is so scarce, what stops people from immediately moving to iron production? In-game, we could just require players to produce a lot of bronze to unlock iron, but we'd rather make it a bit more realistic. What exactly is difficult about iron production? Apparently, the temperature required to smelt iron is a lot higher, and reaching a temperature that is twice as high requires more than just a double amount of fuel. It requires different fuels and different furnaces. It's not just that. Iron ore is generally pretty unpure and needs to be refined before it's properly usable. If all these processes are done well, you get strong iron that doesn't rust quickly. But that's hard to do. Most early iron was probably brittle and rusted easily. It took a lot of experimenting to get it right. We're unsure about the best way to translate these realities into interesting gameplay. We've been thinking about having dynamic tools for jobs: for example, foresters could use different axes, with better axes being more durable and allowing for faster logging. Perhaps there'll be a similar thing for smelting, with 'dynamic' fuels, allowing players to choose different options for different results. But it's complicated and we haven't fully decided on one solution yet. If there are any experts on metallurgy, we'd love to have your help :D Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord


[ 2021-03-19 09:07:23 CET ] [ Original post ]

Colony Survival
Pipliz Developer
Pipliz Publisher
2017-06-16 Release
Game News Posts: 259
🎹🖱️Keyboard + Mouse
Very Positive (7274 reviews)
The Game includes VR Support
Public Linux Depots:
  • Linux 32-bit [97.57 M]
  • Linux 64-bit [96.17 M]
Build your own village, castle or city and populate it with colonists! Let guards, farmers, miners, foresters, bakers, smelters and artisans work for you. After the sun has set, most colonists will go to bed, but the enemy awakens. A horde of monsters will assault your colony and try to slaughter you and your villagers. Defend your colony with walls, moats and guards!
  • Multiplayer support: play with friends and strangers!
  • Advanced pathfinding: colonists and zombies will find their way in the world you've build. They will dynamically navigate stairs, bridges and tunnels.
  • Explore a world with realistically placed biomes. A giant jungle in the center of the world, surrounded by savannas, deserts and temperate biomes. Two polar regions in the far north and south.
  • Support for textures and language packs created by players
  • Dynamic lighting and eye adaptation
  • Voice your suggestions and be part of the development of Colony Survival!

MINIMAL SETUP
  • OS: Ubuntu 12.04+. SteamOS+; 64-bit
  • Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalentMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: Intel HD Graphics 5000. 1280x720 display
  • Storage: 300 MB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
RECOMMENDED SETUP
  • OS: Ubuntu 12.04+. SteamOS+; 64-bit
  • Processor: Intel i5-2300 (2.8 GHz quad core) or equivalentMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Nvidia GTX 750 or equivalent. 1920x1080 display. supporting openGL 4.2+Network: Broadband Internet connection
  • Storage: 1 GB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
GAMEBILLET

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1.87$ (83%)
11.99$ (40%)
8.5$ (66%)
6.96$ (65%)
0.45$ (85%)
9.59$ (36%)
2.0$ (80%)
2.0$ (75%)
0.51$ (83%)
4.5$ (85%)
9.89$ (34%)
2.0$ (80%)
2.23$ (75%)
3.75$ (85%)
5.22$ (74%)
2.5$ (50%)
1.73$ (42%)

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