Breaking that wall of digital anonymity leads to a deeper desire to see them succeed. ![]() ![]() ![]() They are, and that can lead to an odd sort of personal connection with "characters" who don't actually exist, like the crazy herb lady all alone out in the forest or those jerk builders who insist on regular meal breaks. But that's also a big part of the appeal: You're not building this town. It's not that they're endemically lazy it's more like they're unionized, and by gosh, it's break time. While you're yelling at them to just frickin' move that rock, they go for lunch. You don't control your citizens, but your people do have "lives" of their own, which can sometimes throw a wrench into your plans. Lives aren't rendered in detail and it becomes impossible to keep up as the population grows, but I did feel a kind of poignancy seeing someone who's birth I "witnessed" just a couple of hours ago die of old age. After your colony is well-established, decisions will still have to be made to keep growth in harmony with available resources: When to expand into an old hunting ground, where to inflict the blight of an open-pit quarry, and whether to start educating the children or simply set them straight to work.īanished concentrates on the immediate survival needs of the individual, and actually operates at an individual level: Each newborn child has a name, grows up to adulthood, takes up with another settler, and (hopefully) has a child or two of her own, then grows old and dies. Moving too fast will exhaust the land, but excess caution can leave the birth rate unable to keep up with old age and accidents, which will inevitably take a toll on your numbers. Trees grow back painfully slowly, rocks and iron that are taken from the surface are gone forever, and even when forestry management, quarries, and mines are in place it takes years of game time before they're operating at capacity. You can build anything at any time as long as you have the resources, but those resources must be managed carefully.
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