There is no hard city limits but starting from 3rd town corruption starts kicking in which reduces your resource income, culture, and science spending so at 6-7 towns it becomes pretty tough so players are not building more. However there are different politics which allow to sort of overcome that restrictions. Monarchy has corruption dependent on how close your towns are towards each other, if you place them very tight, you can build 10-15 towns with similar level of corruption.
Totem Tribe II: Jotun developer
what's your opinion on alts?
I played until I was roman, the only thing the game had that was slightly enjoyabe was that there was a world where you and other people were building empires and you could watch other empires grow at the same time as your own and you could trade resources across the map, but none of that is done well, you can't put tariffs on carts passing through your territory, or lock carts from moving through your territory, you can't set up automated traderoutes to trade resources with neighbours or between towns automatically, and that's just trading.
"City building" is a joke, there is no strategy to it, and your city will always end up an ugly mess, combat is 100% build more units to win there is not strategy to it, there is no routing, no breaking enemy formations with a charge or anything but click where you want to fight and maybe you have the stronger group of men. The puzzle/adventure pixel hunts aren't at all relevant to strategy, it's just a distraction because the game takes forever for anything to be achieved.
I hope people have been stupid enough to hand over their hard earned cash for a game that does nothing right.
Here's a hint, take the money you've made and try make something people will actually look forward to playing, instead of something people lazily stumble upon and just end up getting hooked on thanks to it's cheap addictive design.
because alts have ruinned every none theme park based MMO and more so specially these kinda web based games since you can effectively get lots of resources for nothing due to trading and this always makes p2w shit null as well
Yes, we do understand the problem of alts and we also do understand, that we can't ban/prohibit them as it means fighting hopeless uphill battle. Therefore we allow them, but there is a system in place which detects them and marks them as "associated" one towards another. That "association" status is public, permanent, and also limits interactivity between associated accounts, i.e. you can't send resources or troops from one towards another, you cannot attack someone who was attacked by other associated account and so on.
Basically we are allowing people to play alts, but prevent them from getting advantage because of it. I realize that if someone really want to avoid the association it is possible, but it will require some significant tech effort, so it won't happen massively and rare cases won't affect the overall game balance at large.
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I saw the trailer, and although I can't be bothered to actually play the demo, I am impressed and happy that you decided to get feedback from here.
It seems like a mix of Spore, Diablo and Civilization. How does each of the following relate to and support each other?
Hero RPG stuff
Civilization stuff
Dungeon crawling
Multiplayer online
SimCity Stuff
Really, it's easier to see once to understand, but I will try to explain:
Your hero is the only unit you can control inside towns and quest location. You can order your army to follow him or stay at camp. The hero can interact with other items and NPCs - you can talk to them, get quests, fish, dig for treasures, etc. Hero can be leveled up, you can increase stats and pick perks for him, making it unique builds. You can also equip gear which are craftable and overall have random stats sort of like in Diablo.
The world map is basically it - grow domain, settle new towns, uncover the world map, capture globals, attack other players. There is also large tech tree similar to Civilization game, but much larger as game session is designed to last months - you unlock everything there.
Dungeons are randomly-generated quest locations, you can bring your hero there and explore.
Basically imagine Civilization on single very big map with thousands of players on it. It would be impossible to make it turn-based ofcourse, so here is is slowed down realtime like in all MMO strategy games.
Unlike Civilization where the inside of your town is pretty simplistic, here you can build and customize it the way you like - pick where you place buildings, the build order and requirements are a bit more elaborated, etc.
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