Dev Diary
Hello everyone,
Over the past few weeks, we haven't really taken the time to talk about game development outside of updates. Today, I'm going to take a moment to do just that.
Next week's patch will mark the end of a series of updates that began with the game's early access release. Up until the October 31 update, we've focused mainly on fixing bugs, adding much-needed features and improving the early access version.
With this new patch, we're opening a new chapter, adding new content and revisiting existing features in depth.
[h3]OVERHAUL OF THE RAMPART SYSTEM[/h3]
We've completely rethought the way you create battlements. From now on, you'll be able to choose precisely which neighborhoods you want to integrate, giving you greater control over how they are organized.
[h3]NEW FACTION SYSTEM[/h3]
Faction interaction has been completely overhauled. Rather than having a large number of factions, we've opted for a more targeted approach: a single faction per culture and age. These factions will set up in a neighborhood corresponding to their culture, and will then seek to expand into adjacent neighborhoods.
Of course, this expansion will take place with your approval. Well... at first.
Factions will also be defined by their power, measured by the number of neighborhoods they control. This power can be beneficial for your city, as it allows you to unlock unique buildings. However, you must be careful not to exceed the limits of your authority...
[h3]IMPROVED ALGORITHM FOR CREATING NEIGHBORHOODS[/h3]
Currently, the city may not develop harmoniously around newly constructed buildings, leaving “holes” that disrupt urban continuity. We've optimized the algorithm to speed up neighborhood creation and ensure a smoother, more natural settlement.
[h3]GAME OBJECTIVES[/h3]
We recognize the need for greater clarity in this area. Many players expressed the need for more challenge and resistance from the city, requiring varied strategies to achieve their goals.
We have therefore developed a system of victory conditions, which will replace the concept of influence. This system will introduce a global objective as well as intermediate objectives to be reached at each age.
As for difficulty, it's above all a question of balancing: resource management, resident satisfaction, incidents and faction power will all play a key role. With future patches, this challenge will become progressively more present.
[h3]PLANNING[/h3]
We'll soon be sharing a full development schedule leading up to version 1, scheduled for early next year. Many features are still to come, and we have a few surprises in store for you.
As far as Renaissance is concerned, we find it difficult to integrate it into next week's patch, as originally planned in the roadmap. We've decided to prioritize changes to game mechanics before adding a new age. Adding the Renaissance to an evolving base isn't ideal, so we've decided to push it back a few weeks.
To keep you waiting, here are a few images of a Renaissance-era city in the game.
Over the past few weeks, we haven't really taken the time to talk about game development outside of updates. Today, I'm going to take a moment to do just that.
Next week's patch will mark the end of a series of updates that began with the game's early access release. Up until the October 31 update, we've focused mainly on fixing bugs, adding much-needed features and improving the early access version.
With this new patch, we're opening a new chapter, adding new content and revisiting existing features in depth.
[h3]OVERHAUL OF THE RAMPART SYSTEM[/h3]
We've completely rethought the way you create battlements. From now on, you'll be able to choose precisely which neighborhoods you want to integrate, giving you greater control over how they are organized.
[h3]NEW FACTION SYSTEM[/h3]
Faction interaction has been completely overhauled. Rather than having a large number of factions, we've opted for a more targeted approach: a single faction per culture and age. These factions will set up in a neighborhood corresponding to their culture, and will then seek to expand into adjacent neighborhoods.
Of course, this expansion will take place with your approval. Well... at first.
Factions will also be defined by their power, measured by the number of neighborhoods they control. This power can be beneficial for your city, as it allows you to unlock unique buildings. However, you must be careful not to exceed the limits of your authority...
[h3]IMPROVED ALGORITHM FOR CREATING NEIGHBORHOODS[/h3]
Currently, the city may not develop harmoniously around newly constructed buildings, leaving “holes” that disrupt urban continuity. We've optimized the algorithm to speed up neighborhood creation and ensure a smoother, more natural settlement.
[h3]GAME OBJECTIVES[/h3]
We recognize the need for greater clarity in this area. Many players expressed the need for more challenge and resistance from the city, requiring varied strategies to achieve their goals.
We have therefore developed a system of victory conditions, which will replace the concept of influence. This system will introduce a global objective as well as intermediate objectives to be reached at each age.
As for difficulty, it's above all a question of balancing: resource management, resident satisfaction, incidents and faction power will all play a key role. With future patches, this challenge will become progressively more present.
[h3]PLANNING[/h3]
We'll soon be sharing a full development schedule leading up to version 1, scheduled for early next year. Many features are still to come, and we have a few surprises in store for you.
As far as Renaissance is concerned, we find it difficult to integrate it into next week's patch, as originally planned in the roadmap. We've decided to prioritize changes to game mechanics before adding a new age. Adding the Renaissance to an evolving base isn't ideal, so we've decided to push it back a few weeks.
To keep you waiting, here are a few images of a Renaissance-era city in the game.


