And there is a full supply system that will slap your clans with attrition if you send them wandering too far from the settlement once winter hits.
Entire tiles can also be flooded by rain, particularly next to major rivers. By contrast, focusing on hunting (especially if you can get a hold of salt to cure your meat) provides a year-round trickle that will keep your people fed, but doesn’t provide much of an emergency stock. Investing in agriculture lets you build up a large stockpile of food, but you’ll have entire clans producing nothing in the colder months. Weather has a huge impact on At the Gates’ map, with many resource deposits becoming completely unusable in cold or snowy weather. We produced enough coal and loyal steeds to make us very wealthy, able to buy all the iron we needed along with preserved foods like cheese to help our growing population make it through the lean winter months. So I set some clans to be miners and others to train these wild stallions into incredibly valuable warhorses (which I did not yet have the tech to take advantage of in my own army). What we lacked was arable land and access to iron, essential for making weapons and tools. In my most successful campaign, my Goths started with a large herd of horses and two rich coal deposits pretty close by. It’s almost impossible to have a society that produces everything it needs, but a merchant caravan that arrives three times a year (with each turn representing about a third of a month) gives you the opportunity to fill in the gaps with commerce.
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Clans are limited by a population cap that can be expanded through spending hard to acquire luxury resources like cloth, and this hard limit forced me to make a lot of interesting decisions about how to specialize my economy. Rowdy clans don’t play well with others, and might start feuds if left in the settlement. Each Clan can be assigned a single job, and a Creative clan will want to work in a trade, like opening a blacksmithing shop in the settlement, rather than being trained as a military unit to go out on the map and conquer. Each has a pair of personality traits you had better pay attention to if you want to keep them happy. Units, both on the map and locked to your capital, are represented by Clans. Doing so not only offers enticing opportunities, but becomes necessary as you will eventually deplete the resources available in your starting area completely, and increasingly harsh weather will make your people long for the more fertile, marble-paved lands of a Rome in retreat. This settlement can be packed up and moved across the map, representing the great tribal migrations that took place around the 300s and 400s CE.
To start, you only get one settlement, ever. And most of the changes are pretty great, breaking from the Civ formula to model a very different type of society. There’s a diplomacy system that has you sizing up everyone from the Roman Emperor to Attila the Hun.īut digging deeper, there’s a lot more different than there is familiar. We’ve got turn-based combat and the ability to tech up to better units. It models the European world around the time of the collapse of the Roman Empire with a sprawl of hand-drawn tiles, many of which contain resources that can be exploited. At the Gates, the latest project from Civilization V designer Jon Shafer, has a lot of basic things in common with Sid Meier’s ongoing dynasty.