Let's Play Clockwork Empires Part 8 - The Militia Proves Its Worth
Let's play Clockwork Empires, a town builder game that blends Lovecraftian undertones with the steampunk genre into an awesome god game that is reminiscent of Dwarf Fortress.
Part 8 - Where everything starts to go right: the militia prove to be reliable explorers and combatants---and finally here, gabions get constructed! Construction of a middle class house goes underway and we raise our prestige to three.
Buy the game here: http://store.steampowered.com/app/224740/
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Questions:
3:17 - how do you force colonists to explore?
3:45 - how do you cancel "explore" nodes?
6:03 - devs you have to make the prompts more attention grabbing :( Jurassic Park: Operation Genesis did a good job at this.
17:22 - you need tables and chairs to make colonists eat? What happens if they just eat near a stockpile? Is there a disadvantage doing the latter?
18:25 - How do you get rid of the red squares?
18:41 - What would happen if you built lower class doors (or any other fixture for that matter) on middle and upper class houses?
22:49 - How do you take care of "missing loadout" prompts? Create weapons-producing buildings?
24:04 - A click-and-drag mechanic for creating walls and stuff would be more convenient. For an example, Jurassic Park: Operation Genesis implemented this.
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