Cities Domination comes with notable changes following the demo launch in October. Now, it is prepared for its official launch on December 13.
In this update5
Full notes
Full Cities Domination update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes0 additions7 changes0 removals
Gameplay
changedBetter graphicsPreviously, everything in Cities Domination had fixed colors. I have updated the graphics to make it more realistic, which will immerse you further in the gameplay experience.
changedBetter clarity in buildingsPreviously, the game’s structures included multiple builds, which could be confusing. To address this, I simplified the buildings so there is only one version of each type. Now, it will be clear which is a sawmill, which is a mine, and which is a windmill, as well as all the other buildings.
changedSingle-unit crops.I also improved the food system. Previously, food was produced directly inside the windmill, but now you can plant crops in multiple locations. Each crop will have a villager assigned to it, based on the number of villagers working at the windmill. This will help you decide how many crops you need to expand your kingdom.
changedSoldier creation.This is the most important update and adds a lot of dynamism to the game. Previously, the soldiers created would stay inside buildings, and when attacking an enemy building, it was impossible to know what kind of defense they had. Now, you will need to create each soldier in a free hexagon, and they will detect when an enemy or enemy building is nearby and will attack it. This way, you can create an army and know how many soldiers your enemy has. Battles are in real-time, and you can create strategies to determine when and where to attack.
changedImprovement in gameplay.The overall gameplay has improved, and I hope the experience is to your liking. Remember, Cities Domination will be released on December 13.
changedImprovement in gameplay.After the launch, more updates with additional content will follow, so I hope you continue playing.
Cities Domination changes
changedPreviously, everything in Cities Domination had fixed colors. I have updated the graphics to make it more realistic, which will immerse you further in the gameplay experience.
changedPreviously, the game’s structures included multiple builds, which could be confusing. To address this, I simplified the buildings so there is only one version of each type. Now, it will be clear which is a sawmill, which is a mine, and which is a windmill, as well as all the other buildings.
changedI also improved the food system. Previously, food was produced directly inside the windmill, but now you can plant crops in multiple locations. Each crop will have a villager assigned to it, based on the number of villagers working at the windmill. This will help you decide how many crops you need to expand your kingdom.
changedThis is the most important update and adds a lot of dynamism to the game. Previously, the soldiers created would stay inside buildings, and when attacking an enemy building, it was impossible to know what kind of defense they had. Now, you will need to create each soldier in a free hexagon, and they will detect when an enemy or enemy building is nearby and will attack it. This way, you can create an army and know how many soldiers your enemy has. Battles are in real-time, and you can create strategies to determine when and where to attack.
changedThe overall gameplay has improved, and I hope the experience is to your liking. Remember, Cities Domination will be released on December 13.
Cities Domination comes with notable changes following the demo launch in October. Now, it is prepared for its official launch on December 13. In this update, I will explain the most important changes for you:
Better graphics
Previously, everything in Cities Domination had fixed colors. I have updated the graphics to make it more realistic, which will immerse you further in the gameplay experience.
Better clarity in buildings
Previously, the game’s structures included multiple builds, which could be confusing. To address this, I simplified the buildings so there is only one version of each type. Now, it will be clear which is a sawmill, which is a mine, and which is a windmill, as well as all the other buildings.
Single-unit crops.
I also improved the food system. Previously, food was produced directly inside the windmill, but now you can plant crops in multiple locations. Each crop will have a villager assigned to it, based on the number of villagers working at the windmill. This will help you decide how many crops you need to expand your kingdom.
Soldier creation.
This is the most important update and adds a lot of dynamism to the game. Previously, the soldiers created would stay inside buildings, and when attacking an enemy building, it was impossible to know what kind of defense they had. Now, you will need to create each soldier in a free hexagon, and they will detect when an enemy or enemy building is nearby and will attack it. This way, you can create an army and know how many soldiers your enemy has. Battles are in real-time, and you can create strategies to determine when and where to attack.
Improvement in gameplay.
The overall gameplay has improved, and I hope the experience is to your liking. Remember, Cities Domination will be released on December 13.
After the launch, more updates with additional content will follow, so I hope you continue playing.
Thank you very much for reading, and I look forward to seeing you on December 13 for the launch!