Cities in the Sky have always been a metaphor for both fantasy literature and science fiction, having only switched to games in the past fifteen years or so. While these cities typically represent the narrative setting, in reality the use of the city itself as the core of the title has never been seen before. at Next enters The Airborne Kingdom From the stage to the left, bringing the world of city-building to the atmosphere. Does she have enough winds in her proverbial sails to keep the experience high, or will she eventually wind up returning to reality?
in World The Airborne Kingdom, The laws of physics are just a proposition. According to tradition, there was a civilization that lived exclusively in the air and united all societies once again on Earth under a single governing body. This committee supervised everything that happened on the ground and helped spread technology and progress in all cultures among the population. The result was a period of unprecedented growth and prosperity for all, united under the leadership of the Magic City in Heaven. But for some reason it’s not really explained in the narration, then The Airborne Kingdom It just disappeared, plunging the established factions to the ground in a period of turmoil.
The adventure has begun
After revealing once again the secrets of flight, your mission is to reunite all factions of the Earth under the same unified base, one city at a time. As part of this endeavor, the goal is to build your own community in the clouds, starting with a town square and just a handful of ambitious volunteers. And so it starts to sum up at the end Sim City In the air, and I say it in the largest possible way.
I know this may come as sacrilege, but then Sim City 2000, The series became too complicated for me. There was an inherent beauty in having only a few different types of units that players could use to create the city of their dreams. in early time The Airborne KingdomI couldn’t get rid of the feeling that I was once again back to the level I had been missing for 25 years. Granted, through research goals, the styling options panel is starting to open up somewhat, but at that point, the game had already taken hold of short hair. I was hooked and there was nothing I could do about it.
Symmetry is one of the main aspects of designing any city, regardless of whether you are on the ground or in the air. You usually want the city to start with a hub and model where you start in the city center and build out in layers, almost like an onion. In many cases, this is the type of design to use when building your tallest present. It’s all about maintaining balance. Place too many items on one side of the ship and risk tilting the entire device.
Trying to maintain balance is an essential aspect of design in several ways. Firstly, if your entire city is in a state of a slope, it will really inconvenience the residents. If you played a city builder, you know how important it is to keep residents happy. Additionally, if your city is unstable, this may affect the vessel’s efficiency when traveling. The trick is not to focus too much on the location of the structure, but rather on the inherent weight of the unit. As you might assume, it would take three to four housing units to balance the weight of a single storage warehouse. These are elements to keep in mind when staying high.
Another piece of the puzzle when building a rapidly expanding city is resource management. Since your ship can fly almost anywhere in the world, it can simply go from one place to another, gathering resources like quartz, clay, coal, wood, food and water. Residents are sent on missions to collect these materials on the ground and then return them to the city. And before you ask, yes, there is nothing wrong with demining an area of mines for everything it deserves, because the kingdom is resupplying the area for future growth.
These materials then become one of the primary factors driving travel, because once the area’s materials have been exhausted, it is time to move to a new area. It is during these trips that you begin to find small and large communities on Earth. Small towns act as resident feeders for your city. Recruiting these people will help meet the ever-increasing needs of the Sky Tropolis, but that comes at the cost of the now need for more housing and additional mouths to feed. Regardless of whether they convert the mud into building materials or gather resources back onto the land, the presence of so many inhabitants is the engine that drives the development of any settlement.
Then there are the larger kingdoms, which act not only as food for the citizens but also as potential allies. In the seemingly never-ending quest to reunify the land, as in the earlier era of prosperity previously mentioned, it is trying to enlist the support of these cities under a single leadership council. However, that doesn’t mean that they will happily join in without question. You must first complete a few different missions for each kingdom before you start sharing residents and resources. These side trips can consist of anything from going and fetching a sacred tree for residents to locating a broken water pumping facility and rehabilitating it back to work.
Once you bring a city into a barn The Airborne KingdomThen it opens up additional options such as commodity trading and intelligence. Intel is then used to form the basis of the ever-evolving technology for your vessel. The academy then looks at these blueprints to become new pieces of the puzzle when designing the ever-expanding ship. The academy could also search for innovations for current technologies such as building stronger fans that use less coal, adding additional aircraft to the airport, or discovering ways to ensure that citizens consume fewer rations each day.
Don’t forget the little ones
Ultimately, it will once again need to shift the focus from city needs to citizens’ needs. During the process of expansion, they may become deprived of the way things are managed. Anything from not having enough housing to having too much flair in the city can play a role in their overall satisfaction. Hell, they can end up content but not contented in their lives, which leads to the introduction of leisure and religious activities.
Building your city is a very rewarding process that will keep players alert for many hours. Because there is no real conflict, and apart from the never-ending loop of needing the resources to keep working, it tends to be time consuming. This is what I like to refer to as the “Sunrise Game”, which means you start playing at 10 pm, just to look up and see the sunrise. For people who prefer indulging in internal-obsessive-compulsive disorder, this will undoubtedly take up countless hours of your life.
My only real concern with The Airborne Kingdom It is, in fact, what happens when your emerging present begins to expand exceptionally. As my city becomes bigger, the computer starts to hype. Sure, I totally expected my CPU and GPU to be taxed, especially given the sheer amount of constant grinding count. However, it also affected the frame rate, especially when playing at speeds higher than normal time lapse.
Once the frame rate starts to run into problems this is also when city planning is starting to get more difficult. For some reason, trying to determine the proper location to place a new building piece became very difficult. The scheme of potential elements would start to flash and jump around the screen, as the cursor struggled to keep up with what was going on in the game world. This problem is largely given when choosing to execute build in pause mode, but when you are trying to rapidly expand your civilization, stopping work doesn’t seem fruitful.
For what it’s worth, The Airborne Kingdom He totally surprised me. I found a curse near every moment in building my kingdom to be worthwhile and all-consuming. If anything, I’d like to warn you to reserve large chunks of time for playing. Otherwise, you will find yourself staring at the sunrise and wondering where your night went.