RouserVoko
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RouserVoko49 karma
Was there anything you thought you didn't get right with Pillars and might work on if you do a sequel?
RouserVoko49 karma
Was there anything you thought you didn't get right with Pillars and might work on if you do a sequel?
RouserVoko108 karma
So whenever I play the Tropico games I am often struck by how it would make a perfectly fine turn-based game. The loop usually goes like this - the ship arrives, I get some cash to burn, I pause and place a bunch of building until I am mostly out of money, I fast-forward until I get money again, which, usually, is when the next ship arrives. And yeah, this is eventually mitigated when your economy really gets going and you get like six docks and perhaps a tourist district, etc, but that's how it works out during the early bits, when you're actually still struggling. And every time I am fast-forwarding and waiting for the next ship, I think to myself "I wish I could just press an End Turn button a few times".
So my question would be, have you considered making a turn-based Tropico game or, perhaps, a turn-based city builder in general?
(My other inspiration for this question, not that you're wondering I suspect, is my experience of playing the Sid Meier Colonization games and thinking "hey this is fun, I wish there were more city build-y games like this without the opponents".)
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