I’m itching to play something like Cities Skylines, but also something that isn’t just about growing and growing, rather building within certain (spatial?) limitations and/or solving problems or something. I hope this isn’t a contradiction, but I’d also like if it had a bit more focus on individual buildings and livability rather than optimizing car traffic, if that makes any sense. I guess i’m looking for something that is a bit more than just a city sculpting sandbox, but less than a full blown metropolis-society-simulator.


When you select a place for a new settlement, you can look at which ressources are expected to be produced there based on the biome. Different biomes will have different ressources, some common and others absent entirely.
As in many roguelikes, you can’t play assuming you’ll get a perfect build with what you have, in this case meaning the best resource transformation buildings. When you’re unlocking a building blueprint in a run, never choose based on things you don’t have yet, try to work with what you already have instead even if it’s not optimal. For example, choosing a bakery that produces max quality bread when you don’t have wheat or the building to harvest wheat might put you in a bad spot, where you’re hoping for a resource that never comes.
After a few games you start unlocking more buildings and permanent bonuses which makes the game a lot easier, sometimes the seasoned players forget how tough it gets in a fresh new game.