I find it really funny how Crate went from making an AMAZING ARPG that is Grim Dawn to Farthest Frontier which is a Colony Sim. Crate Entertainment said they are working on a RTS game that is a prequel to Grim Dawn and will be on their Homemade Engine once that is ready. I wish Crate Entertainment the best of luck because they are on a massive roll
Grim Dawn was supposed to have colony management when they were planning it. I guess they just didn't get ridnofnthe assets when they scraped the idea from GD.
And they get my support given how much they supported grim dawn with very reasonably priced dlc and doesn't nickel and dime us like the piece of shit PoE.
@@Jinkypigs Path of Exile is free to play. Grim Dawn costs money up front. That's why PoE has microtransactions and GD doesn't. Of course, a lot of other developers try to get the best of both worlds...
Just picked up Grim Dawn last month. It’s a lot of fun and Crate has been actively updating it for years at this point. In fact there’s new content coming out for it next month. They actually care about their work and that’s refreshing to see. Definitely worth the revisit imo as the game has had massive overhauls.
When a raid happens you can click the bell icon above your town center to sound the alarm. This causes your villagers to shelter in the town center and shoot arrows at nearby raiders. Before you've properly built up your defenses, this is a huge help against raiders.
I prefer banished approach of just "if the doctor is too far away, the villager will take longer to get there and get healed". You don't need to "paint city with coverage" that way, just have villagers a bit less efficient if they are outside of the area/road range.
It looks like old Caesar combat. You would have a wall, random city cops and gladiators would give a little resistance and you could have a garrison in barracks who could plug gaps. This sort of games is all about making the player strive for equilibrium. You need something that tries to knock down that equilibrium.
Mills are really loud, like, REALLY loud, like think train horn honking kinda loud, which is why, despite how useful they were, they were always placed in the centre of giant farms, and far away from housing, even from 400m away you could hear a windmill creaking and cracking, it's horrible. Even modern Wind Turbines, at a distance of 300m can make the same amount of noise as an air conditioner, so right beside it sounds like a car screeching to a halt all the time, very painful, very loud. (Wind turbines are great tho, we need more, definitely need less WIndmills tho, fucking loud, killed a herd of sheep in my area, drove them to bash their heads against trees, it's been locked in place since)
My local traditional windmills have cloth sails, making them abnormally silent. This made millers put specially shaped vases along the perimeter rope so that they could hear when the speed changed. The miller needs to be within earshot of the mill at all times so it helps if that's a wider area.
I cant get past how plain and earthy looking everything is. If I'm going to be spending hours staring at this town, I desire a little diversity in model color pallettes.
I can see the relationship to Banished. REALLY liked that game. But, even Banished (done by one developer) had more randomized AND more dangerous events. This game really needs that. I hope they add it in. Enjoyed the play time. Thanks for showing it off. Definitely added to my wish list.
This game is extremely reminiscent of Caesar III, right down to the walking animations, overlays and desirability (which was kind of the key to figure out [as none of the values were listed] create great cities), but with a lot more options and quality of life features. Caesar III was imo one of the best city builders of the 90's (hell, I still play it occasionally, though this game might end that). It had a campaign mode where Rome's Emperor would request materials or troops from you as the town's governor. And goals he had set out for you to manage the settlement in order to get promoted and move on to the next map. Often you could choose either a more economic or more military mission depending on which style you preferred. I remember having to defend against Hannibal and his elephants and such fun things. Economic challenges would require more impressive city management, higher contributions to Rome, or very limited availability of certain space, like fertile ground. A very fun feature that Caesar III had, was that you could click on the inhabitants to hear them criticize you as their governor. These were voice acted one-liners that were often quite funny. The main downside there was that services were provided to your buildings (especially your houses) as agents of that service would walk by. This meant that having long rectangular city blocks would reduce the chance of area's being skipped. This seems to be better here (from your play I haven't yet).
The thing that you have to maintain equilibrium all the time and that represents itself in a way how are your houses are going too look like was so satisfying part of a game.
May be thinking of hook worms. Ringworm is the polite way to somebody has Athlete's foot (Or some fugus in other areas, like jock itch). Which still makes the statement that it's easy to catch with no shoes when wet true... and some may say worse. But not caused by a worm. BTW, I only learned this a few years back myself. I remember how much I was worried about my Aunt at the doctor when I was a kid. 😂
One thing I learned while playing the game was that raiders usually go for buildings that either hold gold or finished products like weapons, armor, or luxury goods. With that in mind, you can easily channel them into your defenses by putting your storehouses and vaults in an elevated position behind walls with towers and the barracks overlooking them.
I grew up in New York State, in lake country, where the winds almost constantly blow up in the hills outside of the lakes. It's crazy windy up there almost all year long. I'm sure that was just another day for the lady in Boston; she probably got up, dusted herself off, and went on her merry way. haha I spent Christmas in Boston one year; you're right, it's hella cold there!
hands down the best banished since banished. i clocked almost 100 hours in it, and will do another playthrough once the game releases in full. there were some pacing and gameplay issues earlier on, but the last time i played it after some changes they made it already felt very good!
15:25 - Looks like a pretty easy fix. That road on the right doesn't extend beyond the square thingy, so you only have two small buildings that currently use it. Just move the road right one square. :)
had the urge to play this after new years, been watching your channel in one window and this game running in another :) i agree with the desirability system needing work, but i would be happy if they added some firm numbers so i can tell what is having an actual effect and what isnt. really need to add effect number and effect range details so i know what is worthwhile. i'd like to share some stuff i have learned from my playthroughs with you and your fans: - when you build a tower, build walls around it, real tight, literally a 3x3 box with a gate on the entry side for the tower so guards can get in. that creates a lot more HP for that tower sort of, because baddies have to take down the walls to reach the tower. giving more time for tower to shoot em ded! - walling in the barracks also totally worth it for the same reasons - i found a 9x9 grid to work well for town layouts, houses around the outside, desire stuff in the centre. kinda like Barcelona! (only drawback, gotta build 2 markets to service them all :/ ) - town walls do fit with the 9x9 grid, i just build the wall through the middle of the box, leaves 4x9 square inside and outside the wall for hunters, gatherers, food storage cellars (wall those in too, to protect food from, well, everyone else) - i found i can build 8x12 farms outside my walls, in pairs, fence around outside, 1 space gap between the pair. good size farms and get to build up high fertility by grazing cattle inside the fenced box, just grow clover-worker-clover-every year til its ready to farm actual food. - i cut down some orchard trees randomly. if you plant them all the same time they all die at the same time and your food production takes a huge hit while you replant and wait for the trees to regrow. if you chop down one tree every year then you will always have some trees at full growth and yield and some growing = no food glut! - build a barracks (your first one preferred) near the town centre building. when you get raided they help each other out, some baddies go for the barracks and some for the town centre, and when split up they can't really do enough damage to destroy either, especially if you walled up your barracks! - building your warehouse within range of this helps protect them from theft too! same with armoury - this one seems counterintuitive - leave a path for baddies to attack you from! i have spots where i built no gates in my walls to allow the baddies straight in so they wont run around and trash my town, so now i know where to expect them to attack from, - the weak spot i left for them! :P gonna go see if u are streaming now! bye!
Talking of Banished, would you be interested in looking at that with mods? Coming fresh off this it would be interesting to hear your thoughts on how it holds up now.
Splatter: I have not played this in a while, but I am sure there is an easy way to clear out unwanted trees and rocks (it does take time though), and also, I could have sworn you could adjust exactly how much space your trees take up when you plant them.
By the way, I wasn't really paying attention to your narration while writing the previous comment, so when you started talking about running out of pants I literally thought you were talking about something happening in the game!
I mean it's kinda difficult to differentiate the genre this way. There were Caesar and Zeus etc games that were also city building, with a little more micromanagement, and all of those had combat of various forms. I believe in SimCity 3000 you already could pick any house and check for needs and I believe you could even follow people around. Or maybe that was added in SimCity 4. I mean it was a long time ago. :) Anno wasn't all that different from all of the above.
Anno right from the start (Anno 1602 launched in 1998) was all about logistics and needs. It evolved and inroduced different cultures, with their own productions chains, needs and perks. Only in the last 10 years it became a proper city builder with mod support, before that it was very niche due to the heavy focus on logistics management. It is still a core part of the game, but there is a lot more going on for it nowadays. :)
@@8wayz2shine Anno1602 I had played as a demo and on release back then. You can argue that most games of this type work around the same patterns of production, needs and effective logistics. It differs on where the point of contact happens on an individual or more macro level. I don't recall anything to be significantly different from the rest unlike Settlers or Knight and Merchants for example, which required a different approach.
@@TheEtherea Well, Anno for instance required transportation and made it a big point of the whole design. You needed ships and your lands were islands on purpose, to make you use those ships. Then production buildings needed roads and had to transport everything to a warehouse. You have to actually move goods physically from one island to another. In later games it became also from one region to another. The trade routes could become complex as well in Anno games. Another point in Anno games is that most often production chains use multiple input goods and also there are intermediary goods used by multiple production chains. To give you an example, in Zeus or Pharaoh (old Sierra games), from input good you could make only one finished item. It was very simple, you needed only to set up raw materials next to your industry.
@@8wayz2shine Yes, I remember that. You go into specific details that ultimately don't change the entire mechanic that the gamer has to interact with among similar game. Creating a logistical route between warehouses around islands or around a big town where other agents will gather whatever resources they require and use later on, doesn't fundamentally change anything. Each of the older game had a unique idea and features to play with, but switching one to the other didn't require you to learn from zero. As I've said, I played all of those games of the era. With the exception I think of Port Royale games, they never clicked with me.
Don't forget the magnum opus of them all, cities skylines. And don't talk to me about anno series, that sell out to greedy douchebag tim sweeney's epic game anti consumer and anti competitive exclusive deal scheme
"So I figured it might be time to update the old coverage." Translation: "There's still no NEW Indie games to look at yet, so until the Q1 '24 stuff comes out I have to go back over old games I've already covered just to see if I can still make content off of it." But here's the question, good Sir: Are you going to be covering your take on MechWarrior 5 DLC #5 now that it's out, or DLC #6 when it comes out later this month? (Or next month, I don't remember.)
I dunno. It's much more realistic to base desirability on amenities rather than something superficial. It's also historically more accurate. In medieval times a nobleman or wealthy citizen would not want to travel far to get basic services like water and food and they for sure did not want to live near noise or smelly industrial areas. What's the point of being rich if you still have to walk 10 kilometers to buy bread or have a beer while holding your breath?
The only thing i dont like about this game is the gridding. But i do believe you can have turning roads so it may be a moot point, but medieval towns did not build in grids at all
I would disagree whole-heartedly about the need for more 'things' to happen in game. I'm a BIG fan of the relaxed, laid back RTS where I can build a town/city/base and just let it run late game. I like to build a base, rip up a huge section of it, and reoptimize after a while. Simple games are my bread and butter, man. One of my fav games rn is Zeepkist, because it is ONLY ONE THING. It doesn't do dailies, weeklies, monthlies, loot boxes, any of that nonsense. I want a game to be only the thing I want to play, and nothing else. No gambling, no humans, no nothing else.
Windmills... Yeah we have those people in Australia too. They think the offshore windmills that can't be seen from land will ruin their beeches, and that whales will fly into the windmills and die.
I'll be honest I really disagree with your solution to the replayability, at least for this kind of game. The randomness of Rimworld is what pushes me away from enjoying it. I prefer in Anno the steady growth over time, knowing that by unlocking the next tier of population I'm going to have ot upgrade everything smartly so I don't break a chain somewhere. Upgrading farmers to workers too quickly meaning a loss of farmers, a loss of pigs, of sausage, of workers, who make stuff for Artisans. That on 3 islands in each region. I don't need the stress of random volcanos or whatever. But from what I played of Farthest Frontier when it first released... there really wasnt anything setting it apart from other games.
Farthest Frontier is an odd game... It shows you when an excellent company makes a game that isn't actually their thing. They still do everything perfectly fine, because they are indeed a good company. Relatively few bugs, clean graphics and runs well, gameplay is good, some innovation (the crop rotation system is pretty darn good!) and all that... But it still lacks *soul* somehow. I'd wish they just focus on ARPGs, a Grim Dawn 2 or something.
Why wouldn't you want to build a military? Just curious, but you made it sound like it's unreasonable to expect peasants to fight like untrained peasants? Not trying to offend at all, just curious what you meant
Idk, this game is not it. It feels like it's polluted with a modern day vision on things. The villagers that want to "immigrate", the colonists that just leave a kingdom in Middle Ages, the fact they care about the "vicinity" of their house (1st world problems lol), religion is artifacts that give you powers. It's a weird mix of historical immersion with fantasy and a modern day view. They should have consulted a historian, or a writer.
Yeah i asked in steam forums at EA release if it would come to GOG and they said it took too much work so they probably wouldn't. I'm starting to wait now until things come to GOG because lots of things do show up now.
Shitty game and I can't possible ever even want to play this unless they fix this one glaring issue. Look at the horse cart in the main street at 0:58. When it parks into the building, the cart appears phase through the back wall.
I find it really funny how Crate went from making an AMAZING ARPG that is Grim Dawn to Farthest Frontier which is a Colony Sim. Crate Entertainment said they are working on a RTS game that is a prequel to Grim Dawn and will be on their Homemade Engine once that is ready. I wish Crate Entertainment the best of luck because they are on a massive roll
Grim Dawn was supposed to have colony management when they were planning it. I guess they just didn't get ridnofnthe assets when they scraped the idea from GD.
@@Lyonatan how interesting. The more you know. I wish them the best of luck with their RTS game though. I am a sucker for good RTS games
And they get my support given how much they supported grim dawn with very reasonably priced dlc and doesn't nickel and dime us like the piece of shit PoE.
@@Jinkypigs Grim Dawn is getting at least one more DLC to and it is taking us to the frozen north which has to be cool
@@Jinkypigs Path of Exile is free to play. Grim Dawn costs money up front. That's why PoE has microtransactions and GD doesn't. Of course, a lot of other developers try to get the best of both worlds...
Just picked up Grim Dawn last month. It’s a lot of fun and Crate has been actively updating it for years at this point. In fact there’s new content coming out for it next month. They actually care about their work and that’s refreshing to see. Definitely worth the revisit imo as the game has had massive overhauls.
There was a very large update recently also.
When a raid happens you can click the bell icon above your town center to sound the alarm. This causes your villagers to shelter in the town center and shoot arrows at nearby raiders. Before you've properly built up your defenses, this is a huge help against raiders.
Thank you I was about to post that
I prefer banished approach of just "if the doctor is too far away, the villager will take longer to get there and get healed". You don't need to "paint city with coverage" that way, just have villagers a bit less efficient if they are outside of the area/road range.
i agree i love that about banished
Isn't it how this works in FF as well ?
Farhest Frontier became my fav colony survival game last year. Unsure why exactly, but it is better than almost all colony builders out there
Yep same here. It just has a good gameplay loop
In my experience, surplus storehouses are often worth it in key places for their efficiency increase in lowering travel time.
It looks like old Caesar combat. You would have a wall, random city cops and gladiators would give a little resistance and you could have a garrison in barracks who could plug gaps.
This sort of games is all about making the player strive for equilibrium. You need something that tries to knock down that equilibrium.
Mills are really loud, like, REALLY loud, like think train horn honking kinda loud, which is why, despite how useful they were, they were always placed in the centre of giant farms, and far away from housing, even from 400m away you could hear a windmill creaking and cracking, it's horrible. Even modern Wind Turbines, at a distance of 300m can make the same amount of noise as an air conditioner, so right beside it sounds like a car screeching to a halt all the time, very painful, very loud. (Wind turbines are great tho, we need more, definitely need less WIndmills tho, fucking loud, killed a herd of sheep in my area, drove them to bash their heads against trees, it's been locked in place since)
That is fucking insane. Thank you for this info
My local traditional windmills have cloth sails, making them abnormally silent. This made millers put specially shaped vases along the perimeter rope so that they could hear when the speed changed. The miller needs to be within earshot of the mill at all times so it helps if that's a wider area.
I've heard that the legal limit is 500m to the nearest house with wind turbines and still sometimes proposals to them get taken down
its a colony builder that suffers from the same problems of most colony builders. but it does feel like a true successor of banished.
I cant get past how plain and earthy looking everything is. If I'm going to be spending hours staring at this town, I desire a little diversity in model color pallettes.
I can see the relationship to Banished. REALLY liked that game. But, even Banished (done by one developer) had more randomized AND more dangerous events. This game really needs that. I hope they add it in. Enjoyed the play time. Thanks for showing it off. Definitely added to my wish list.
well they regularly add stuff until the full 1.0 release
@@mihaiserban5746 I did see that in the Steam feed. Main reason it's on my wishlist! Continued development means a lot.
You can customize the tree layout. Directly under the peaches and pears in the arborist building you can choose the placement size.
This game is extremely reminiscent of Caesar III, right down to the walking animations, overlays and desirability (which was kind of the key to figure out [as none of the values were listed] create great cities), but with a lot more options and quality of life features.
Caesar III was imo one of the best city builders of the 90's (hell, I still play it occasionally, though this game might end that).
It had a campaign mode where Rome's Emperor would request materials or troops from you as the town's governor. And goals he had set out for you to manage the settlement in order to get promoted and move on to the next map.
Often you could choose either a more economic or more military mission depending on which style you preferred. I remember having to defend against Hannibal and his elephants and such fun things.
Economic challenges would require more impressive city management, higher contributions to Rome, or very limited availability of certain space, like fertile ground.
A very fun feature that Caesar III had, was that you could click on the inhabitants to hear them criticize you as their governor. These were voice acted one-liners that were often quite funny.
The main downside there was that services were provided to your buildings (especially your houses) as agents of that service would walk by. This meant that having long rectangular city blocks would reduce the chance of area's being skipped. This seems to be better here (from your play I haven't yet).
The thing that you have to maintain equilibrium all the time and that represents itself in a way how are your houses are going too look like was so satisfying part of a game.
Thanks Splatty, travelling the farthest frontiers of game development for us.
Another great example of a survival colony builder with great replayability: Against the Storm.
So good
In Florida if you run around outside without shoes when its wet, you can get ring worms in your feet.
Florida is America’s Australia.
May be thinking of hook worms. Ringworm is the polite way to somebody has Athlete's foot (Or some fugus in other areas, like jock itch). Which still makes the statement that it's easy to catch with no shoes when wet true... and some may say worse. But not caused by a worm. BTW, I only learned this a few years back myself. I remember how much I was worried about my Aunt at the doctor when I was a kid. 😂
Does honey still spoil in this game? I saw this in another video and just… no, my dudes, honey is a preservative! 😂
One thing I learned while playing the game was that raiders usually go for buildings that either hold gold or finished products like weapons, armor, or luxury goods. With that in mind, you can easily channel them into your defenses by putting your storehouses and vaults in an elevated position behind walls with towers and the barracks overlooking them.
как и ожидалось от создателей Grim Dawn, не ударили в грязь лицом, теперь будем ждать анонс Grim Dawn 2
This is going to be a great game with longevity if the modding communities embrace it. Native mod support is going to be key.
I grew up in New York State, in lake country, where the winds almost constantly blow up in the hills outside of the lakes.
It's crazy windy up there almost all year long.
I'm sure that was just another day for the lady in Boston; she probably got up, dusted herself off, and went on her merry way. haha
I spent Christmas in Boston one year; you're right, it's hella cold there!
hands down the best banished since banished. i clocked almost 100 hours in it, and will do another playthrough once the game releases in full. there were some pacing and gameplay issues earlier on, but the last time i played it after some changes they made it already felt very good!
this game is so solid, i hope it continues to get updates and eventually new features, super good foundation.
15:25 - Looks like a pretty easy fix. That road on the right doesn't extend beyond the square thingy, so you only have two small buildings that currently use it. Just move the road right one square. :)
FF is pretty good
Splat like Peaches for his fruit farm. He likes to farm the pain away.
Peaches are delicious. Farming peaches sucks.
Man what a throwback xD great reference and thank you for the nostalgia
I’m never going to look at a fallen icicle the same way again … Comedy gold dude.
had the urge to play this after new years, been watching your channel in one window and this game running in another :)
i agree with the desirability system needing work, but i would be happy if they added some firm numbers so i can tell what is having an actual effect and what isnt. really need to add effect number and effect range details so i know what is worthwhile.
i'd like to share some stuff i have learned from my playthroughs with you and your fans:
- when you build a tower, build walls around it, real tight, literally a 3x3 box with a gate on the entry side for the tower so guards can get in. that creates a lot more HP for that tower sort of, because baddies have to take down the walls to reach the tower. giving more time for tower to shoot em ded!
- walling in the barracks also totally worth it for the same reasons
- i found a 9x9 grid to work well for town layouts, houses around the outside, desire stuff in the centre. kinda like Barcelona! (only drawback, gotta build 2 markets to service them all :/ )
- town walls do fit with the 9x9 grid, i just build the wall through the middle of the box, leaves 4x9 square inside and outside the wall for hunters, gatherers, food storage cellars (wall those in too, to protect food from, well, everyone else)
- i found i can build 8x12 farms outside my walls, in pairs, fence around outside, 1 space gap between the pair. good size farms and get to build up high fertility by grazing cattle inside the fenced box, just grow clover-worker-clover-every year til its ready to farm actual food.
- i cut down some orchard trees randomly. if you plant them all the same time they all die at the same time and your food production takes a huge hit while you replant and wait for the trees to regrow. if you chop down one tree every year then you will always have some trees at full growth and yield and some growing = no food glut!
- build a barracks (your first one preferred) near the town centre building. when you get raided they help each other out, some baddies go for the barracks and some for the town centre, and when split up they can't really do enough damage to destroy either, especially if you walled up your barracks!
- building your warehouse within range of this helps protect them from theft too! same with armoury
- this one seems counterintuitive - leave a path for baddies to attack you from! i have spots where i built no gates in my walls to allow the baddies straight in so they wont run around and trash my town, so now i know where to expect them to attack from, - the weak spot i left for them! :P
gonna go see if u are streaming now! bye!
Millions of peaches, peaches for free.
That little tidbit at 3:08 would make a fabulous no context short, just saying.
I don't see anything wrong with this game, but I also don't see anything that jumps out and grabs me either.
probably cause it's a more polished version of the bazillion city builders that have been released the last few years...
Lately it seems all the games are your favorite as far as the title goes
Ostriv has crop rotation. Really enjoying it lately!
"...fallen, frozen wangs in the snow...." Aaaaaanndd blew my drink all over my keyboard. Thanks, Splat.
I don't know if bushfires are thing there, but I feel very uncomfortable with how many trees are humping your wooden town wall.
Legend has it, that lady is still sliding down the street...
Farthest Frontier is definitely one of the good ones.
Grim dawn is an evolution of Titan Quest. Crate formed out of the remnants of the team that made TQ.
Only other game I've seen with crop rotation is Surviving Mars. More colony sims need that.
Surviving Mars does have crop rotation, but its a simple system.
Talking of Banished, would you be interested in looking at that with mods? Coming fresh off this it would be interesting to hear your thoughts on how it holds up now.
Splatter: I have not played this in a while, but I am sure there is an easy way to clear out unwanted trees and rocks (it does take time though), and also, I could have sworn you could adjust exactly how much space your trees take up when you plant them.
I have almost a thousand hours in this game. Huge update coming soon!
I was raised in Modesto bro! I know what you mean man. Doesn’t get cold like Boston’s ewww. Love your videos my friend!
LOL Splat I lost it at "Damn RIP she gone" lol thanks man I needed that laugh.
Real windmills can be pretty noisy, so that may be why they don't like to live near one.
Thanks for showcasing! ^^
As a Masshole, that explanation of Boston ma, and ma in general isnot an exaggeration
By the way, I wasn't really paying attention to your narration while writing the previous comment, so when you started talking about running out of pants I literally thought you were talking about something happening in the game!
I mean it's kinda difficult to differentiate the genre this way. There were Caesar and Zeus etc games that were also city building, with a little more micromanagement, and all of those had combat of various forms. I believe in SimCity 3000 you already could pick any house and check for needs and I believe you could even follow people around. Or maybe that was added in SimCity 4. I mean it was a long time ago. :) Anno wasn't all that different from all of the above.
Anno right from the start (Anno 1602 launched in 1998) was all about logistics and needs. It evolved and inroduced different cultures, with their own productions chains, needs and perks. Only in the last 10 years it became a proper city builder with mod support, before that it was very niche due to the heavy focus on logistics management. It is still a core part of the game, but there is a lot more going on for it nowadays. :)
@@8wayz2shine Anno1602 I had played as a demo and on release back then. You can argue that most games of this type work around the same patterns of production, needs and effective logistics. It differs on where the point of contact happens on an individual or more macro level. I don't recall anything to be significantly different from the rest unlike Settlers or Knight and Merchants for example, which required a different approach.
@@TheEtherea Well, Anno for instance required transportation and made it a big point of the whole design. You needed ships and your lands were islands on purpose, to make you use those ships. Then production buildings needed roads and had to transport everything to a warehouse.
You have to actually move goods physically from one island to another. In later games it became also from one region to another. The trade routes could become complex as well in Anno games.
Another point in Anno games is that most often production chains use multiple input goods and also there are intermediary goods used by multiple production chains. To give you an example, in Zeus or Pharaoh (old Sierra games), from input good you could make only one finished item. It was very simple, you needed only to set up raw materials next to your industry.
@@8wayz2shine Yes, I remember that. You go into specific details that ultimately don't change the entire mechanic that the gamer has to interact with among similar game. Creating a logistical route between warehouses around islands or around a big town where other agents will gather whatever resources they require and use later on, doesn't fundamentally change anything. Each of the older game had a unique idea and features to play with, but switching one to the other didn't require you to learn from zero. As I've said, I played all of those games of the era. With the exception I think of Port Royale games, they never clicked with me.
Don't forget the magnum opus of them all, cities skylines.
And don't talk to me about anno series, that sell out to greedy douchebag tim sweeney's epic game anti consumer and anti competitive exclusive deal scheme
lol, windmills are louder then one might think.
Got FF a while ago then got into other things for a good clip. They've updated it a bunch since then, I should really get back into it again.
Love Crate. I want Grim Dawn 2, though...City builders aren't my thing, but top-down ARPGs are.
"So I figured it might be time to update the old coverage."
Translation: "There's still no NEW Indie games to look at yet, so until the Q1 '24 stuff comes out I have to go back over old games I've already covered just to see if I can still make content off of it."
But here's the question, good Sir: Are you going to be covering your take on MechWarrior 5 DLC #5 now that it's out, or DLC #6 when it comes out later this month? (Or next month, I don't remember.)
(2:53) Comedy gold!
looks super fun, added to the wishlist
Honestly, it would have been epically ballin' if they'd set FF in the GD setting.
Thanks 😀
Windmills are dusty and explosive.
I dunno. It's much more realistic to base desirability on amenities rather than something superficial. It's also historically more accurate. In medieval times a nobleman or wealthy citizen would not want to travel far to get basic services like water and food and they for sure did not want to live near noise or smelly industrial areas. What's the point of being rich if you still have to walk 10 kilometers to buy bread or have a beer while holding your breath?
I'm over grid city builders
Frozen wangs 😂
That was a funny tangent😂
I enjoyed the Farthest Frontier a lot until I discovered Songs of Syx, game that outshines all the builders i played before.
Splatt making sure his people aren't Donald Ducking it
The only thing i dont like about this game is the gridding. But i do believe you can have turning roads so it may be a moot point, but medieval towns did not build in grids at all
I would disagree whole-heartedly about the need for more 'things' to happen in game. I'm a BIG fan of the relaxed, laid back RTS where I can build a town/city/base and just let it run late game. I like to build a base, rip up a huge section of it, and reoptimize after a while. Simple games are my bread and butter, man. One of my fav games rn is Zeepkist, because it is ONLY ONE THING. It doesn't do dailies, weeklies, monthlies, loot boxes, any of that nonsense. I want a game to be only the thing I want to play, and nothing else. No gambling, no humans, no nothing else.
I played this one, it's really nice.
love this game..been following the update..tho defo need the performance update asap..1000+ pops and the fps drops like a rock
This looks so cool!
You had me at frozen wangs.
Windmills...
Yeah we have those people in Australia too. They think the offshore windmills that can't be seen from land will ruin their beeches, and that whales will fly into the windmills and die.
But think of the whaaaaales
the services system reminds me of Thea a bit.
August release? I'll watch this later in the year!😂
Sounds like it has the same end game issue as Bannished.
Yautja attacking lmao
cholera is said, (collar)_(uh), lol
I'll be honest I really disagree with your solution to the replayability, at least for this kind of game. The randomness of Rimworld is what pushes me away from enjoying it. I prefer in Anno the steady growth over time, knowing that by unlocking the next tier of population I'm going to have ot upgrade everything smartly so I don't break a chain somewhere. Upgrading farmers to workers too quickly meaning a loss of farmers, a loss of pigs, of sausage, of workers, who make stuff for Artisans. That on 3 islands in each region. I don't need the stress of random volcanos or whatever.
But from what I played of Farthest Frontier when it first released... there really wasnt anything setting it apart from other games.
Farthest Frontier is an odd game... It shows you when an excellent company makes a game that isn't actually their thing. They still do everything perfectly fine, because they are indeed a good company. Relatively few bugs, clean graphics and runs well, gameplay is good, some innovation (the crop rotation system is pretty darn good!) and all that... But it still lacks *soul* somehow. I'd wish they just focus on ARPGs, a Grim Dawn 2 or something.
how would you compare this to New Cycle? I have been playing the ever living shit out of it and I love it.
🖤
It's called Age of Empires 3. This is literally Age of Empires. Everything about it. Game devs are jokes in 2024 and before.
Vikings were late migration era/early medieval period NOT LATE MEDIEVAL! GOD! GET IT RIGHT! EVERYONE KNOWS THAT! JK dawg
Just call it an RTS that's what it is.
i LOVE how it looks but my god man a game like this reaaally shouldn't be on a grid build system it looks too perfectly placed
Some people like that. Calms their OCD levels. I am fine with either. One is looking more tidy , the other more organic.
Punch club 2 is out splatter
😮
Can you pause and issue orders? I don't like the ANNO games because they don't have this feature.
Why wouldn't you want to build a military? Just curious, but you made it sound like it's unreasonable to expect peasants to fight like untrained peasants? Not trying to offend at all, just curious what you meant
Frozen wangs hahaha
Bro 5'9 you are tall, average is 5'7
Nice video, not my game
Idk, this game is not it. It feels like it's polluted with a modern day vision on things. The villagers that want to "immigrate", the colonists that just leave a kingdom in Middle Ages, the fact they care about the "vicinity" of their house (1st world problems lol), religion is artifacts that give you powers. It's a weird mix of historical immersion with fantasy and a modern day view. They should have consulted a historian, or a writer.
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Really hope how you pronounce "cholera" is a joke 😅
and they won't be releasing this on gog so my interest has disappeared
Yeah i asked in steam forums at EA release if it would come to GOG and they said it took too much work so they probably wouldn't. I'm starting to wait now until things come to GOG because lots of things do show up now.
Shitty game and I can't possible ever even want to play this unless they fix this one glaring issue. Look at the horse cart in the main street at 0:58. When it parks into the building, the cart appears phase through the back wall.
Sorry Splat, but I think most people wish Banished got finished instead of abandoned.