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Builders Of Egypt News

Builders of Egypt - Playtest Signups

[h3]The latest news from Ancient Egypt![/h3]
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Dear All,
As we promised on Christmas Eve - playtest registration on Steam Store Page is finally approved so from now on you can sign up for Open Beta using platform's signup button. We didn't decide yet on closing date but the sooner you join the better!

You can sign up here.

We're waiting for you and your valuable feedback so don't waste time and register for testing phase now!
We'll inform you in another announcement once Open Beta starts. Brace yourself Egyptian Builders! :)


--- Your Team from Strategy Labs ---

Devblog #32

[h3]The latest news from Ancient Egypt![/h3]
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Dear All,
Welcome to our weekly Devblog! Today's topic is food production # 2 so let's start!

Before we move on to our main topic for today's blog there is something many of you are very curious about - Builders of Egypt - Open Beta. We wanted to announce playtest signups this week, but of course for technical reasons - mainly due to the process of supporting playtests on the steam side, it turned out that we have to wait a few more days for the platform's final approval. As soon as this proceeding is completed, we will inform you about the possibility of subscribing. We are also finishing work on the last changes for the relaunch of the Prologue including a new trailer and other marketing stuff and of course new, improved branch to play with.

As for today's news - time for the meadow farms' introduction.

Each meadow farm requires water access to be fully operational. The bluer the zone of the well, the greater the harvest possible. We're still deciding on workers' number though. What is the most important and beneficial from the player's point of view is the possibility of growing vegetables and fruits without the proximity of the Nile River, giving a certain margin of independence in relation to repeated disasters or other events related to farming and the Nile River. Furthermore, meadow farms are the only place to plant upper-class fruits such as figs and pomegranates (more expensive than, for example, basic food). You can also decide to cultivate other crops available in a certain area. It all depends on the mission goals and the landscape.

Looking forward to your thoughts about today's introduction! Don't forget to share them with us in the comments below or at Discord. We love seeing so many valuable opinions from you guys and can't wait to show you another DevBlog and new content!

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BEHIND THE SCENES

While working on the new content and other things we're also improving various models and graphic aspects of our game. One of those is shown below - the new appearance of the wheat farm along with one of the in-game food you'll see in the final game - chickpeas models. What do you think? Does the new look of the traditional farm reflect the atmosphere and charms of ancient Egypt? You can compare it with the previous design here. ;)





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In conclusion, we would like to thank you warmly for your support in the passing year, for all extremely motivating words of encouragement, for all your ideas, thanks to which we deeply believe that Builders of Egypt will be at the forefront of strategy games in the coming year, and at the same time will interest you to deepen your knowledge about ancient Egypt and we will share our passion together! Stay tuned and see you next week Egyptian Rulers!

Wishing you a joyous, peaceful, full of deliciousness Christmas and a prosperous, happy New Year!


--- Your Team from Strategy Labs ---

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Devblog #31

[h3]The latest news from Ancient Egypt![/h3]
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Dear All,
Welcome to our weekly Devblog! Today's topic is administrative buildings introduction # 2 so let's begin! This time we're going to share some light on the Tax Collector, Court and the Vizier's Palace.

Tax Collector and taxes in general

Taxes are collected by the tax collectors. The effectiveness of the collection depends on the distance between the Tax Collector and the housing, which also means that the tax collectors should be placed strategically and in the same manner as the Fire Stations mentioned last week (building's radius is crucial).

The player sets the tax rate on the residents' income. The reference point for the acceptance level is the average rate throughout Egypt set during the game (which might change while playing). Management based on very high taxes will eventually lead to people less likely staying in your city and having very low interest in settling if at all.

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Court and Vizier's Palace

It's worth emphasizing that the Court significantly reduces crimes within its range and it's one of many requirements in upper-class housing needs (from 9th level to higher). Once you plan your hazards prevention structures don't forget to leave an additional place for the Court's final location, especially if your main goal is to create a well-organized prosperous community.

Vizier's Palace offers an additional interface for easier changes regarding settings such as taxation, player's wages, citizens' wages, and the most vital - a place to store surplus bread for Pharaoh's requests and other unforeseen events. It improves greatly the aesthetics of the locations where it's placed and the kingdom's attractiveness in general. It might be used for boosting rich districts areas with wealthy and demanding citizens who often require a certain level of desirability. The Palace will also be extremely important in the post-premiere DLCs along with the additional features which will be implemented later as a part of the long-term project engaging players.

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BEHIND THE SCENES

For today's Behind the Scenes, we've prepared one of the in-game entertainment buildings which we've discussed briefly in DevBlog #28. The Bandstand is not only a static, typical building. On the wooden stage, we see colorfully dressed dancers and in-game you will be able to admire their interesting and captivating dance (of course, provided that we do not prepare a short film for you in advance, if we have enough time, which, as always, we have definitely too little!).




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Looking forward to your thoughts about today's introduction! Don't forget to share them with us in the comments below. We love seeing so many valuable opinions from you guys and can't wait to show you another DevBlog and new content!

Next week as a small Christmas "news" we're going to announce more details about upcoming Builders of Egypt: Prologue relaunch and Builders of Egypt: Open Beta.

Stay tuned and see you in a few days Egyptian Nomarchs and Viziers!

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Devblog #30

[h3]The latest news from Ancient Egypt![/h3]
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Dear All,
Welcome to our weekly Devblog! Today's topic is administrative buildings introduction # 1 so let's start!

This time, we will briefly discuss the basic buildings responsible for preventing such risks as fire, collapse, and other in-game threats (animals, bandits, thieves). One of those we've already introduced in the Builders of Egypt: Prologue is the Fire Station. If you didn't see it yet, we encourage you to check it out, especially keeping in mind that we are planning to add additional content soon (including one from the Closed-Beta). Today we will show you also the Architect's Post and the Police Station.

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Fire Station is one of the most crucial, if not the most important, administrative building available in the game. This particular structure doesn't need any access to water (not like for example - common wells which are required in the housing evolvement process) as it uses its own water reserve. It is highly recommended to plan wisely your city layout considering fire stations radiuses, specifically when building your settlement in a harsh desert where chances to catch fire are 50% higher than compared to buildings placed on grassy terrain. All of the services buildings need proper access to the road. You can rotate them by using the R key.

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The second most important administrative building in the game, right after the Fire Station, is the Architect's Post. The more primitive the building, the greater the risk of its collapse without proper architect supervision. This includes also quarries and mines as the most at risk due to their architectural character as well as the climate and building place (usually in the sun-scorched desert next to the stone deposits). As with any other building that provides certain services - the more workers the higher efficiency and the better protection.

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Time for the last building in today's overview - Police Station. Each Police Station reduces the risk of animals attacks, bandits ambush, and theft. At the moment this specific building divided in two has a neutral impact on neighborhood desirability but we're still deciding on additional tunning for some structures regarding attractiveness. The same goes for features such as the rebellion of your unhappy and highly dissatisfied with your strategic decisions people. Introducing more events connected with in-game happiness would be a great challenge for players' management skills. Officers at the Police Stations defend also your city during enemies attacks, but they are not as effective as soldiers in your mighty, well-trained army.

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BEHIND THE SCENES

This week we're very happy to share with you another type of in-game temple. What do you think? Do you like the details such as hieroglyphs placed on the walls of the building and the elegant entrance?


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Looking forward to your thoughts about today's introduction! Don't forget to share them with us in the comments below. We love seeing so many valuable opinions from you guys and can't wait to show you another DevBlog and new content!

Stay tuned and see you next week Egyptian Architects and Medjays!

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Devblog #29

[h3]The latest news from Ancient Egypt![/h3]
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Dear All,
Welcome to our weekly Devblog! Today's topic is housing introduction # 2 so let's begin!

We are still considering the mechanics of the game regarding advanced houses and the automation of level changes, but due to the importance for your city of changing both the size of the building and the number of residents and the social class, the automatic change in our opinion would be too important and would have too far-reaching consequences for the stability of your empire, especially in terms of your workforce. Remember that changing each house from level 11 to level 12 will mean a huge loss of workers. Your people will change social class, and hence many of your production buildings in the event of this change - without first securing a surplus of people in your settlement - will result in significant instability. Regardless of our current approach, we are very curious about your opinion, so go ahead, we look forward to your comments!

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Currently, to change the level, we have prepared a special tool that turns 4 houses 2x2 into one bigger 4x4. This manual tool will allow you to more carefully manage individual classes and manage the development in specific areas of your empire. Don't forget that if you don't meet the requirements of your inhabitants of the "rich" district, they will leave your city and the uninhabited estate will turn into ruin after a while.

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BEHIND THE SCENES

Time for a small meadow farms introduction. :)

Meadow farms require access to the well for proper functioning. The closer you get, the higher the performance. What is most important is the possibility of growing vegetables and fruit without access to the Nile River, giving a certain margin of independence in relation to repeated disasters or other events related to farming and the Nile River. Worth mentioning, fruits such as figs and pomegranates can only be grown on meadow farms.


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Looking forward to your thoughts about today's introduction and housing game mechanics for more complex houses. We love seeing your comments and ideas! What do you think about the presented content? Do you like new, upper-class houses and meadow farms layouts?

Stay tuned and see you next week Egyptian Governors!

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