Game Ramblings #205 – SteamWorld: Build

More Info from The Station / Thunderful

  • Genre: City Builder
  • Platform: PS5
  • Also Available On: Steam, PS4, Xbox One, Xbox Series, Switch

I know it may seem weird to play a city builder on console and I can’t say I really disagree. However, one of the things that I’ve been poking around with as UE5 R&D is a set of gameplay systems around top-down grid-based gameplay, so this kind of fit the bill as something I should at least give a look. What this turned out to be was a wonderfully compact city builder that may be a bit on the simple side, but also made sure it was complete before it wore out its welcome.

This has all the pieces to make a fun city builder, but admittedly the city building is the part that I probably spent the least time in. It has some interest in that housing is upgradeable. You go from workers to engineers to aristocrats to scientists in tiers, and each one is its own class of employee for specific buildings. However, it’s all simple. You kind of just do it in order. You have a ton of different building types that generate different resources that leads up to the final resource to shoot a rocket into space. But again, it’s all simple. You place them down, location isn’t really important, and they are all necessary to get to the end game. You again kind of just do it in order.

The real interest of the game for me was the mining section. This isn’t really all that different from the city building in that you’re placing down workers and buildings to achieve a goal but it feels much more nuanced in a positive way. For one thing, placement does end up mattering.

This is a bit of a long-term change over a play session, but placement of where you put things changes pretty drastically over the course of a play through. At first you’re placing down workers wherever they fit and making it work. They all mine manually, they collect resources manually, and you push through. By the second mine level you start getting enemies, so now placement of defenses matters. The ultimate goal is to be efficient with your outgoing money, so catching as many enemies as possible with weapons means fewer costs to defense bots and a better run city. You also get access to conveyor belts at this level. This allowed me to basically automate resource gathering, but with the caveat that conveyors cannot run through pillars supporting the mine ceilings or camps supporting the workers. Again, placement gets more important as does the general efficiency of building the conveyors. By the third mine level you earn teleporters, which now had me min-maxing where I’m placing camps. Camps were far away from resources with a teleport network connecting important spots, then conveyors linked resources automatically to the surface. Maxing the resource gathering let me maximize trading, allowing me to then maximize money generation.

Admittedly part of the interest here is also that you are to some extent directly manipulating your citizens. You’re sending your miners or prospectors or defense robots to the locations that you want them to be investigating. It’s again pretty simple, but even that small bit of interaction is a lot to add some variety and direct presence to how you’re interacting with the game.

The mine section of the game is where I got it. I just wish there was more tying this to the surface game. I want the surface gameplay to make me also efficiently move resources out of the mine and to both workplaces and housing that need them. Right now it’s just kind of too simple. There’s technically resource movers from warehouses to work sites, but the layer of mine to warehouses is automatic. This level brings to mind possibilities from games like Pharaoh or Timberborn where efficient movement of goods isn’t just there but is crucial to a well run city, and I think this is where the general gameplay has the most chance of growth in a sequel.

However, the main reason I was playing was to check out the gamepad integration and this was surprisingly elegant and far more useable than I imagined a game of this type would be. There’s basically two places you can be interacting with at any time – build menus or the world. You switch between them with the press of a button, which served as a really consistent and clean way in both the city and mine segments to quickly change your mindset. This is helped by the build UI going away when you’re in city mode to reinforce the change.

The other thing that surprised me in its simplicity was that they just totally did away with a virtual mouse cursor when interacting with the city. You are just locked to the center of the screen, and whatever is there is what you can select. I honestly expected this to be really restricting, but it generally just worked. There’s definitely some oddities around the edge of cells where you can get stuck quickly swapping between adjacent cells, but the game largely just worked well with screen center selection. I suspect that this is a combination of buildings generally being large in screen, but you can scroll around the world visually pretty quickly and lock in one what you need easily so it easily exceeded my expectations.

It’s not necessarily what they appear to have been going for but there’s definitely a good city builder within the mechanics of this game. It just needs to have a bit more breadth to everything. Resource gathering needs to be less easy to just max out while resource movement needs to be more important. Building new things need to be a more impactful decision making moment instead of just build in order. The location of housing relative to goods could stand to be more important. Growth through worker types could stand to be a little less rigid – instead of requiring everything, let it be some combination of a list of things with the player steering the direction of city growth. Maps could have resource restrictions, allowing for the trade system to have more importance. Mechanically the pieces are all there for a sequel to push further into the genre, rather than being what feels like a starter entry to the genre.

How’d It Age #6 – Pharaoh / Pharaoh: A New Era

More Info from DotEmu

  • Genre: City Builder
  • Platform: PC

So I suppose this is a bit of a look at how an old game aged, and a bit of a look at how a remake both did and didn’t change a game. Pharaoh is a game that I played when it first came out, and is something that I’ve continued to come back to on and off throughout the years since. This is really the first city builder that hooked me. I’d played some SimCity on SNES, SimCity 2000 on PC, and dabbled a bit in Caesar 3, but none of them really got their hooks in me like this one. However, it had some distinct issues that have never really gone away for me as I play through it, and for better or worse a lot of that is maintained in the remake, though it does come with a few nice tweaks.

I think this screenshot is a good place to start, because it really shows the main thing that drew me to playing the remake over the original. They added a global worker pool mechanic that later games like Zeus started playing with. In the original game, your places of work had to be close enough to housing to allow recruiters to find people for the jobs. What this meant at least for me was that instead of designing cities I was haphazardly putting together pods of industries where they needed to be with pods of housing connected to them, but not too close so their desirability wouldn’t be affected. It always felt like a weird restriction to me in terms of how I wanted to go about designing my layouts. The global worker pool fixes that.

Now, I simply need to have enough people in the city to fill the jobs. What this means for me is that I can design my cities with distinct regions. I can have industrial regions, where resources and production buildings are grouped in ways that make sense for efficient creation, storage, and ultimately trade purposes. I can then have housing in areas where it will best allow it to both have access to everything it needs, as well as room for the buildings to expand in later levels to high-level 3×3+ housing. It makes the entire city creation process about designing rather than fitting to specific mechanical needs.

There’s also an additional sub-option that changes the underlying worker availability from being age-based to just being a flat percentage, and this is unfortunately a good option covering up a mechanic that I feel still doesn’t work right. The underlying default worker pool is anyone in your town from age 20-49. This works great as your city grows and workers move in. However, once your housing capacity is reached it becomes a long term problem. There seems to be an underlying mechanical issue where people just do not have children at a replacement rate so your city ends up ultimately aging out. To keep the worker pool up, you end up just constantly chasing a growing population or doing mechanical cheesing, such as deleting an entire neighborhood and rebuilding it to get new immigrants.

At the time of the game’s release it felt like potentially a systemic limitation that was just annoying. However, it feels like something that should just be fixed. The flat percentage worker pool is an alright solution, and honestly gets me my goal of having a city that I can grow to a predictable size. However, I’d have liked a more elegant solution where roughly stable populations also have roughly stable birth rates, and I can plan around that. Yes, I expect that cities with full health care coverage would have more older citizens that age out of the worker pool, but it’s so aggressive in both the original and remake that it feels broken.

That isn’t the only thing that I kind of wished had more elegant solutions. In the original release as well as the remake I end up hitting a point in the middle kingdom period where mechanically the game just becomes something I don’t want out of a city builder. You reach a point where you’ve kind of seen everything so the game becomes less about city building and more about speed running. You start getting into levels that expect you to have a lot of industry up and running extremely early, and if you don’t do things just right you start suffering consequences such as the pharaoh invading your city. It ultimately is not how I want to play a city builder. I find it more interesting to be chasing layouts and efficiency within that rather than hitting mechanical bullet points, and the later levels just feel like you should build in precise locations at precise times and learn that via being defeated. It’s at that point where I tend to fall into just doing mission editor free play on cool spots.

The game also really did nothing to alleviate boredom around the god mechanic. The tl;dr is you need to keep gods happy or suffer negative consequences. If you keep them happy you have positive consequences. Unfortunately, the practical way to do this is to just routinely hold festivals in their honor. It’s so robotic of a mechanic that I’d almost rather neither positive or negative consequences existed, and the whole thing just went away. Long wait periods while monuments are being built just turn into clicking the festival button every couple months and doing that in repetition for long periods of time. It felt unnecessary 25 years ago and feels unnecessary now.

All that being said, I’m glad this remake is out and is still seemingly being worked on. This offers me a hugely easier way to do my semi-regular hop into the game. It gives me modern perks like ultrawide support and cloud saves. It modernizes a few mechanics and gives me hope that they’re going to be willing to do more to create an ultimately better experience. And I suppose what it really gives me is hope that city builders are still a popular enough thing to exist within some niche on Steam. I would say that since this game came out I’ve leaned more heavily into open-ended builders like Timberborn, but I think there’s still a place to explore more history-focused task-oriented builders like Pharaoh, though I do want to see more of a push to fix what wasn’t liked about the originals if the studio behind this does end up going into later titles.

Mini Ramblings #3 – Nelke and the Legendary Alchemists ~Ateliers of the New World~

This is one that I picked up to scratch a bit of a city building itch. It’s got about everything that I loved in other city builders like My Life as a King, and it’s something that I’ll probably periodically poke at, but a time gate system on the main story is really pushing me into other directions.