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(+1)

I can see why you got confused but hopefully this helps.

-The ais do their own thing with different rules, they don't build farms they just attack and expand

-You can destroy the ais bases before their built and they also attack each other (strategy is to focus on defense and make sure they don't build too close)

-If you try placing a building too close to another it will move to a position it can be placed

- Buildings outside of your area won't get damaged or do whatever their supposed to do

-The farms will regain their hay when you place them on your area (the hay is there to show you it is active)

(2 edits) (+1)

-That kinda takes away from the board game aesthetic, doesn't it? It also leads to things being somewhat unbalanced - the AI can build units much faster than I can (basically every enemy territory I saw was full of towers). And again, the game is inspired by "make hay while the sun shines" - so it's weird how the AI gets to skip over the game's core theme.

-I did destroy the AI, completely wiped them out, and then the game said "a union has been formed" and a new even stronger AI kingdom showed up that I couldn't beat lol.

-See, that's what I thought, but I was literally able to place buildings on top of other buildings, literally overlapping. I think if you're going to have a system like that, there needs to be an indicator to the player before the buildings are placed - many building games (e.g. SimCity) will have the building turn red when you're placing it down in an illegal spot, and just not let you place it until you find a legal spot. Alternatively, having dots on the board that you're allowed to place buildings on, so the space use is a more clear strategy for which territory to start in (since u can see which territories have the most dots in them).

-IDK, I moved the hay-less farm back to my territory, and it didn't grow back the hay. In general that's also something that could be improved about the interactions though - some sort of timer visible above each building that shows how often it's going to take an action (e.g. how quickly a barracks will spawn soldiers after I have enough points).