Ancient City – Main game mechanics and concepts explained

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    After reading and answering your questions about the official version of the game, we’ve decided to write this guide where we’ll explain the things that make the game different or just in detail. Needs to be explained.

    An explanatory guide to game mechanics and concepts

    Nomadism and emigration in sport

    The first real thing when you play this city builder is that you sometimes need to migrate to another place.

    Here are some reasons why migrating to a game might be interesting or necessary:

    The game allows you to play in very different regions of Atlantic Europe and over a wide historical period with major climatic changes.

    Climate certainly affects flora and fauna everywhere, not only in the variety of species but also in their growth and reproduction.

    Thus, some natural resources may become scarce and you may have to travel to a new location to get enough for your growing clan.

    It may also be interesting to migrate near other tribes to facilitate trade or looting…

    All this until the advent of agriculture and livestock farming, which will definitely give you the ability to settle down.

    Tip: If you don’t like the migration mechanic, just go Neolithic!

    Collective work, workgroups and priorities

    This game involves dividing communal work and specialized work into work groups.

    This is why the clan panel is separated from the rest of the groups and you have to click that “extra” to open the clan panel.

    This is also why buildings and animals are a tool for assigning groups, since tasks related to them will only be performed by members of that group. Note that if you assign them to a clan, their tasks will be communal to the clan.

    In this way, the members of your tribe will work on their specific tasks during the main part of the day and will work collectively for the rest of the day.

    Everyone will choose tasks based on their skills and knowledge but also based on your set priority, distance of tasks, current tasks and many other parameters.

    Which tasks are done first is controlled by each workgroup’s priorities or if you want to be more specific by each building’s priority.

    Tip: Use the communal policy slider to prioritize communal tribal tasks or tasks for specific groups.

    Culture, knowledge and needs

    Your clan is made up of individuals who belong to different cultures, resulting in your clan having one main culture and other secondary cultures with a percentage of each mixed in.

    On the other hand, every individual has a certain level of knowledge. The maximum individual levels in a clan constitute the knowledge level of the clan.

    The cultural mix and level of knowledge of the tribe has to meet the needs of constructions, manufacturers and working groups etc. to be available to the tribe.

    If the person with the highest level of knowledge dies or leaves, you may temporarily lose the ability to create certain buildings, tools, or groups.

    New skills will come with the Migrants and it will be your mission to spread them among your clan members so that they are not wasted by employing enough people to do the same tasks so that not only the experts follow them. .

    Your smartest and smartest citizens will eventually improve the tribe’s knowledge level by doing knowledge-related tasks or reflecting during their free time.

    Food and hunger

    You must provide food for your clansmen and livestock, store it properly when you cannot get it, and protect it from wild animals.

    To raise your tribe you form gathering, hunting and fishing groups and when you have the necessary knowledge or culture mix farming and herding groups.

    When some members of your clan go without food for a while, they will develop a starvation disease that can lead to death and from which they will slowly recover after eating properly for several days. are

    A starving individual will work less, complain a lot and may even leave the clan if his level of unrest becomes high enough.

    Housing

    Building adequate housing to meet the growing needs of your citizens is one of your most important tasks.

    When your citizens learn of the existence of better housing, they will begin to desire it and become resentful if you ignore their requests for too long. They will get angry sooner or later depending on the difficulty you set the game.

    If you only have a few houses that meet the requests of your citizens, they will use them in turn and this will reduce their complaints. It is always better to have some suitable housing than none at all.

    Tip: Build some chimneys for the homeless to avoid more unrest.

    more work

    Labor policies allow you to temporarily increase the workforce or work schedule. If you keep up the pressure for too long, people will start to complain, which will increase other sources of unrest and some members of the tribe may be forced to leave the tribe.

    Tip: Keep the Tribe panel open to check if anything is going wrong.

    Unrest and Religion

    The reason for unrest is that members of the tribe will want to leave the tribe. The level of unrest they endure until they leave depends on individual preference, but also on the difficulty level you set for the game.

    To avoid unrest you must provide what your citizens ask for but if this is temporarily not possible you can build temples to connect the tribesmen’s unrest with the ancestors and forces of nature.

    Prayers will take up a lot of your clan members’ time during which they won’t be working.

    You can increase the effect of your temples by building religious structures around them so that the satisfaction they generate is faster. The more dominant these structures are, the better!

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