• Prove_your_argument@piefed.social
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    4 days ago

    It’s all about getting over the hump, once you’re set and don’t worry about floods or droughts there’s just no challenge to overcome or objective to attain. Becomes a sandbox really long before you get to the end of tech.

    • frank@sopuli.xyz
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      3 days ago

      Yeah, I really enjoy that kinda mid game, where a slightly longer drought or bad water would really mess you up, but it kinda falters shortly after that and becomes solved.

      I want them to do what Factorio did and make the end game stuff (rockets) feed you into what becomes the early-mid game. Like make water the whole map" or have “insanely deep water” or some resources that are hard to make the requirement to do the NEXT thing, which should be so big the whole map you were worried about becomes a little trivial

      • Prove_your_argument@piefed.social
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        4 hours ago

        It would be really nice to have extreme endgame goals of watering the entire map, eliminating badwater that is unmanaged, storing a couple of years’ worth of water consumption, etc etc.

        I will say I don’t even bother dealing with their inter-zone logistics too. I just make one big zone for the whole map and suffer through the long travel times. Makes so much of it infinitely easier to deal with. I don’t have these multi-thousand-beaver saves though like some folks do though, so maybe it changes at that scale.

        I think it could be interesting to have a metamap added where you have neighboring lands that are linked to your map that you expand to and build cities from. That could add some more depth and re-use the multi-zone system for intracity transport. Maybe even make it so the map expands to add the physical land on powerful rigs, and force the multizone for people like me who won’t engage with it otherwise lol.

    • Hudell@lemmy.dbzer0.com
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      4 days ago

      By the point you get to not worry about floods and droughts, unlocking the whole tech tree is also quite trivial already.