I'm fiddling around with a couple different prototypes, but nothing really playable yet.
Commodore Shawn
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Ah, unfortunately most of the crucial information was handed out on the community discord server, as this wasn't supposed to be quite so visible on itch yet... oops.
In short, each Brewery should be sustained by 2 barley fields (presuming they have enough room)
For clothing you need 2 flax farms, 2 retters, and 1 weaver.
For 40 houses you'll need: 4 barley farms, 1 brewery, 2 flax farms, 2 retters, 2 weavers, and enough markets that every house is covered by market range
I used this handy little tool: https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.h...
Converted the 6 cubemap images into a single panorama image for godot.
Unfortunately I've stopped work on Bronze Age, see this dev log for details
I'm planning on handling the differences between the Shontu and Humittes differently in Bronze Age Tribes than previously.
While previously the Humittes and Shontu were (in game terms) entirely different "races", in Tribes cultures will be a more mutable concept. The Shontu and Humittes will both be of the Atlantean race (as are all humans), but with different cultural traits. The shontu won't be coming for awhile, though.
Warehouses do two things: they store items, and they increase delivery range. Most structures can only deliver items to 10 tiles away or so. Warehouses have a practically unlimited delivery range.
The wheelbarrow people technically exist for each city (not villages) in the world. Their overhead is incredibly small, though, as it's essentially moving along a number line. I believe that the current performance drag is down to logic running on individual structures, but I'll look into that more after tactical combat.
There is a good comparison shot at the bottom of this update: https://commodoreshawn.itch.io/bronze-age/devlog/67175/beta-update-news
I'm thinking of overhauling how armies are supplied entirely, to make it easier to supply them in friendly territory, but still keeping logistics an important concern.
I haven't taken the time to look deeper into the "delivering items from a city to things outside" problem, I've been pretty focused on tactical combat.