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Update #7- Settlements

Wowee what a big update this has been to develop! These changes turn a game about one massive city- into a game about forming multiple settlements to manage!

The level of variety this update can form adds a tonne of gameplay. Create port towns, hamlets, skycraper cities and little towns, each with their own population, production, and resources.

Each settlement shares attack power but not soldiers, and explorers who now cost nothing to exist and are actually settlement-less, providing for themselves as they scavange for you!

Power, Faith, Explorers, Research, Exp (for chests that can be opened over any settlement), special items are shared.

What is not shared: Resources, workers, resource rates, all soldiers.

Creating a settlement is easy, upgrade a campfire, enter if you want to transfer X amount of resources from your Capital, name it, and click to form it's own independant space!
Tip: Build away from colonies and other settlements so you can upgrade.

UPDATE LIST:

- When fully zoomed out you, you can see information and areas for all your settlements, as well as the colonies.
- When looking at a settlement, all other tiles will be slightly opace, the same for colonies and the wilderness.
- You can click on wilderness resources but it will be given to the capital.
- Your first settlement is your Capital- the place that funds new settlements. It has a flag of your chosen colour flying above it and starts as an old level 2 Town Hall.
- There is now an advisor! She will help guide you with information about mechanics and when something doesn't go to plan. Currently she pops up only in regards to settlements- for the next update she will pop up quite a bit for first time interactions/events.
- You can only build in settlement space now, except campfires for exploring, and tile decors and placing nature.
- The circled number on the profile panel is now the number of settlements you have.
- Right clicking town halls now brings up a menu where you can rename settlements- some of it has coming soon features.
- Explorers cost no food (remove the population cost) and are removed from any settlement you assign them. They can be assigned in one place and released into another- if you want to.
- The name of the settlement that you are looking at is now shown in the profile panel. Looking at a settlement changes all panels info to that settlement's.
- Red food and housing warnings can appear above settlements in an emergency state.
- Death countdowns are removed- you will have 10 seconds for every death now.
- Settlements can be destroyed via their town halls but wipe all traces of themselves, all buildings turn to dead grass or ocean tiles.
- Path bonuses only affect the settlement they are in.
- Opening chests over a settlement gives that settlement the goods. Dont open in wilderness.
- People now cost 0.3 food rate compared to 0.5- this marks a coming change in requirements and too many farmers needed was slowing build progress.
- Increased special item chance for resource production buildings of 1/4.

Patched:
- When clicking save or load- the settings boxes now hide.
- Fixed not showing save flags when profile menu is closed.

WHATS TO COME!

I foresee the rest of this week as being myself responding and working on any issues you all have.

The next update will at least include some particle effect changes, additional settlement restrictions that force you to take out enemies, and more advisor help. If it is a larger update (a typically 2 week one) it will also include power and water buildings and settlement requirements.

The order of currently planned updates after that will be:
- Happiness
- Research & Missions
- Scenarios

Then the final release!
I am super happy with how this game is going and I hope you all are too. If not feel free to chat to me in the forums! If you love the game be sure to let Steam and your friends know.

Thanks!
Kenthria- @ Tall Story Studios

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