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Devblog #28

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

With the latest Blog, we want to show you some of the entertainment buildings we've introduced in our game such as Both, Bandstand, and Pavilion, but we want to point out that this is not complete content available in the final game, so you won't be disappointed.

Both music and dance played a very important part in ancient Egyptian life, also because they served as a means of communicating with the deities - deities were praised in various songs.

Regardless of whether they were happy or sad, ancient Egyptians celebrated all of the moments in their lives by organizing numerous festivals and ceremonies in which dancing was the most important part of any type of festivities. Often dancers and musicians encouraged their guests to join them by clapping and chanting. Many archaeological discoveries show that people of Ancient Egypt enjoyed a variety of activities for entertainment, including sports, storytelling, and board games.

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It's worth mentioning that there were six kinds of dancing in ancient Egypt such as street dancing, banquet dancing, religious and non-religious dancing, combat dancing, and the last, harem dances. Music was usually produced with a great number of musical instruments - the variety is just simply amazing - among others wind instruments (shepherd's pipe, double-pipe, clarinet, flute, oboe, trumpet), stringed instruments (lyres, harps, lute), and percussion instruments (drums, the sistrum, rattles, tambourines and, later, bells and cymbals).

ENTERTAINMENT BUILDINGS
  • They must be built on the road.
  • They improve the desirability of the neighborhood, the same as all kinds of decorations such as gardens or small architecture.
  • Necessary for houses' evolving process.
  • Entertainment buildings need workers that are being educated, depending on the type of building, at the Dance school, Juggling school, and Conservatory.

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BEHIND THE SCENES

Last for today, Booth in-game model. Booths provide a place where your jugglers can perform.
Placing a lot of booths will help you with offering a fair amount of entertainment, but for more complex and leveled housing you will need to provide your citizens with access to Bandstands and Pavilions.

Of course, the most advanced houses will need also something extra which you'll see in the final game. :)



Looking forward to your thoughts about today's entertainment 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!

Stay tuned and see you next week Egyptian Builders and Rulers!

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Devblog #27

[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 so let's begin!

Please note that this particular introduction won't be the only one dealing with the same subject and there will be a lot more houses available in the game. Today we'll show you only a small glimpse of what the final game will offer as we are working on finishing the rest of them and we plan to publish in the near future another DevBlog or maybe even two of them - depending on your response - showing more advanced houses. If you're interested in seeing additional housing, please let us know in the comments below.
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Houses in your settlement are essential and will improve as long as you provide your citizens with proper access to goods, services, and maintain a certain degree of attractiveness. The same goes for the lack of needed resources, health, entertainment, religion - the worst the distribution, the faster the degradation of your available, evolved housing.

How many houses will be available in the final game?
There are 18 levels in total.

So how does it all work?
Each house level in order to evolve needs a specific set of commodities and services. The larger house the higher demand for goods and desirability. 18th level is the most difficult to achieve, let alone to maintain at the same stage while managing your Egyptian empire and struggling with typical city problems. So, we start with water and basic food. Then we move on to ceramics, religion, etc.
You can easily manage which houses can evolve and which not by setting up each house to your current needs.

Any interesting facts about ancient living?
In the most primitive house, there was usually one room. Everyone slept together on a heap, leaning against animals. People did not clean up what was lying on the ground, but only trampled it regularly, and this is how the archaeological layers of interest to us were created in the ancient scenery. Moreover, no one went to the toilet behind the barn because there was no barn, so they also took care of their physiological needs in the same room which might seem quite unusual and disturbing for modern people.

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BEHIND THE SCENES

A small preview of another housing level. Can't wait to see what do you think.
Don't forget to share it with us! :)



Looking forward to your thoughts about today's housing introduction! We love getting more and more feedback from you guys and can't wait to show you our next DevBlog!

Stay tuned and see you soon Egyptian Rulers!

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Devblog #26

[h3]The latest news from Ancient Egypt![/h3]
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Dear All,
Welcome to our weekly Devblog! Today's topic is mining industry - quarries so let's start!

Continuing our mining industry introduction from the last DevBlog, we are pleased to present to you today other types of in-game mines - quarries. This time those directly related to the construction of monuments. What do you think? Do you like their appearance? Do you think they reflect the atmosphere of ancient Egypt correctly?




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It's worth emphasizing that stone played a significant role in the development of ancient Egyptian culture, by allowing for the monumental structures the society is remembered for, while the metal mined provided the raw material for various goods such as tools, jewelry, and ornamentation.

As you can see in today's screenshots after the blocks are extracted from the quarry, they go through further processing to match their intended purpose. In ancient times they were cut into smaller stone blocks and polished before being transported to their destination place. In our case, the storage and then - either to the Dock for export or at the ongoing monument building site.
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BEHIND THE SCENES
This week we'll show you in-game quarries raw materials such as limestone, granite, plain stone and sandstone. Any thoughts? :)









As always, looking forward to your thoughts about today's quarries introduction! Don't forget to leave your feedback in the comments below. We love seeing your opinions and can't wait to show you more content next week! Stay tuned and see you soon Egyptian builders!

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Devblog #25

[h3]The latest news from Ancient Egypt![/h3]
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Dear All,
Welcome to our weekly Devblog! Today's topic is the mining industry - luxury goods so let's begin!
A little later than initially planned but here it is! It will be quite brief this time.

Every type of mine needs a certain number of workers to be fully operational. Due to placement (usually in the hot desert) it’s highly important to take care also of the fire station and architect supervision. Furthermore, each mine has its specific extraction area so once again, strategic planning is important as well as proper "people' management (workforce, maintenance costs, overall prosperity vs. citizens' well-being).

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TURQUOISE AND COPPER MINES
Some of you have probably already seen the copper and turquoise mine in our Prologue - in the Second Mission (Sandbox mode or Campaign mode). If not, you can always check it out along with Second Mission guide and leave your opinion. We value all your feedback very much. It helps us greatly and motivates each day to work even harder.

Today you will also have the opportunity to take a closer look at the in-game stone models and the gold mine in the Behind the Scenes Section but first - few words about turquoise and copper mines. Both turquoise and copper are high-value tradable goods. Once you establish a small mining settlement your city will thrive although having such profitable mines will also put you at risk of being robbed by marauding thieves, so stay focused and secure your welfare properly before bandits strike.





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GOLD MINE

Let's start with a small introduction about gold in ancient Egypt. The gold industry was one of the most fundamental Egyptian crafts and gold among others was associated with funerary rites as the most crucial practice that ensured immortality after death. Many archaeological discoveries show that ancient Egyptians' vast experience in the field of gold prospecting and quarrying, as well as its manufacture. Gold was widely believed to be the skin of gods and goddesses in the Egyptian pantheon.



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BEHIND THE SCENES
Time for the most important part of today's DevBlog insight - Gold Mine and in-game stone models!
What do you think? Do you like Gold Mine design? What do you prefer? Turquoise, copper, or gold? What do you think about the details? Care to share? Can't wait to see your answers!


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We are looking forward to your thoughts about today's mining industry - luxury goods 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 more! Stay tuned and see you soon Egyptian builders! Next DevBlog is already in progress!

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Devblog #24

[h3]The latest news from Ancient Egypt![/h3]
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Dear All,
Welcome to our weekly Devblog! Today's topic is basic wares production so let's begin!

CLAY PIT
Clay pits placement, as any other building where you can extract certain resources/materials is restricted by specific clay extraction area. Only on these defined by nature and landscape sites, placed usually near the Nile River, you can build your clay pits, which means that your city layout and expansion should be planned according to described extraction areas. All of the mining areas for clay are marked with clay pit tooltip, so you won’t miss them. We're also working on adding mining spots to the minimap (requested by many players during Closed-Beta). Every clay pit needs 8 workers to be fully operational. Lack of workers will minimize your clay output, so remember to take care of the right amount of working people. Clay is used in bricks and pottery production.


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BRICK MAKER
Every Brick Maker needs 10 workers to be fully operational. Lack of workers will minimize your bricks output. It will have as well a great, negative impact on your trade with other cities and pottery production and it can lead to unsteady bread income and further budgetary problems. Straw collected in the fields and clay gathered at the clay pits are used in bricks production. Bricks are a great export good but are cheaper than pottery.


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POTTERY
Every Pottery also needs 10 workers to be fully operational. Lack of workers will also minimize your pottery output. As we mentioned in Brick Maker section chain production issues can lead to serious financial problems when your whole economy is based on trading with your partners. It’s highly recommended to establish first steady clay production covering all of the clay demand in your city before starting with pottery.


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WOOD CUTTER
Let's start by saying we know that wood in Ancient Egypt wasn't a basic ware but due to game mechanics we had to apply a minor simplification. Every Wood Cutter needs 8 workers to be fully operational. Lack of workers will minimize your wood output and time required for effective wood gathering, so don't forget to check if there are enough workers assigned. Wood is one of the most important materials needed in the architectural Wonders building process and other monuments present in the game. It’s also crucial in Carpenters' Guild work. Wood can be also exported, giving you an additional source of income depending on the mission and available trading partners.


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HAPPINESS FACTOR
Wares production buildings are not the most desirable structures to be placed near housing areas, so if you decide anyway to place houses within reach of described buildings you might encounter in the future frequent problems with displeased and unhappy people, which can lead over an extended period of time to mass emigrations and the collapse of your thriving economy.

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BEHIND THE SCENES
This week we're going to show you a small preview of a few, selected luxury goods. We're also planning to introduce them later on along with connected, industrial buildings, what do you think? ;)







Looking forward to your thoughts about today's basic wares introduction! Don't forget to share them with us in the comments below or at our Discord. We love getting feedback from you and can't wait to show you more of our current work! Stay tuned and see you next weekend Egyptian builders!

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