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Steam News2 July 20215y ago

Friday Blog 200 - Consensus

Mask of Agamemnon, Greece, 1600BC. All images in this blog are sourced from Wikipedia.

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Full Colony Survival update

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What changed

0 fixes2 additions3 changes0 removals
  • Gameplay
  • Events
addedIt is Blog 200 :D Since the previous blog at the start of June, we've passed June 16th, marking the "4th birthday" of Colony Survival's release on Steam. Coincidentally, we’ve also achieved a high amount of consensus on the details of 0.9.0 and are ready to work them out into an actual overhaul, into new crafting recipes, new jobs, new items, new guards, new monsters and a new tech tree.
changedLet’s start by returning to a core problem of ours: how do we create satisfying gameplay for Colony Survival? We all want to build a colony that “does something”, that improves, that overcomes obstacles, that solves a problem. At its core, our mechanics support that very well. Start with 10 colonists with primitive items, jobs and tools, expand to 100 colonists with advanced items, jobs and tools, and your colony is much more capable of doing whatever it does.
changedThat cycle can repeat again to 250 colonists, and 500 colonists, etcetera. But what challenge stays interesting that entire time? A problem that is solved by going from 10 to 100 colonists does not motivate you to expand to 250 colonists.
changedBut instead of motivating people to keep growing, these challenges actually punished people for growing, and they heavily incentivized efficiency and min-maxing. That’s why 0.8.0 replaced Happiness with Colony Points. Instead of pushing people to keep up with the daily demands of solving “persistent challenges”, we’d like to reward people for building something, for growing their colony and becoming more and more capable and effective.
addedThe “luxury items” for the Happiness feature were mostly meant to be “daily items” like food and candles. They were crafted quickly, but relied on a combination of many different items. The new “luxury items'' will mostly be meant for export. They don’t have to be consumed daily, and with the support for extended crafting times per recipe in 0.9.0, their production can take longer. They will rely significantly less on a complex mix of ingredients. We’ve searched through history for interesting “luxury items” according to these new guidelines, and we were surprised to find many interesting artifacts that demonstrated the existence of complex technologies and high artistic ability deep into prehistoric times.

Colony Survival changes

addedIt is Blog 200 :D Since the previous blog at the start of June, we've passed June 16th, marking the "4th birthday" of Colony Survival's release on Steam. Coincidentally, we’ve also achieved a high amount of consensus on the details of 0.9.0 and are ready to work them out into an actual overhaul, into new crafting recipes, new jobs, new items, new guards, new monsters and a new tech tree.
changedLet’s start by returning to a core problem of ours: how do we create satisfying gameplay for Colony Survival? We all want to build a colony that “does something”, that improves, that overcomes obstacles, that solves a problem. At its core, our mechanics support that very well. Start with 10 colonists with primitive items, jobs and tools, expand to 100 colonists with advanced items, jobs and tools, and your colony is much more capable of doing whatever it does.
changedThat cycle can repeat again to 250 colonists, and 500 colonists, etcetera. But what challenge stays interesting that entire time? A problem that is solved by going from 10 to 100 colonists does not motivate you to expand to 250 colonists.
changedBut instead of motivating people to keep growing, these challenges actually punished people for growing, and they heavily incentivized efficiency and min-maxing. That’s why 0.8.0 replaced Happiness with Colony Points. Instead of pushing people to keep up with the daily demands of solving “persistent challenges”, we’d like to reward people for building something, for growing their colony and becoming more and more capable and effective.
addedThe “luxury items” for the Happiness feature were mostly meant to be “daily items” like food and candles. They were crafted quickly, but relied on a combination of many different items. The new “luxury items'' will mostly be meant for export. They don’t have to be consumed daily, and with the support for extended crafting times per recipe in 0.9.0, their production can take longer. They will rely significantly less on a complex mix of ingredients. We’ve searched through history for interesting “luxury items” according to these new guidelines, and we were surprised to find many interesting artifacts that demonstrated the existence of complex technologies and high artistic ability deep into prehistoric times.

Mask of Agamemnon, Greece, 1600BC. All images in this blog are sourced from Wikipedia.

It is Blog 200 :D Since the previous blog at the start of June, we've passed June 16th, marking the "4th birthday" of Colony Survival's release on Steam. Coincidentally, we’ve also achieved a high amount of consensus on the details of 0.9.0 and are ready to work them out into an actual overhaul, into new crafting recipes, new jobs, new items, new guards, new monsters and a new tech tree.

Let’s start by returning to a core problem of ours: how do we create satisfying gameplay for Colony Survival? We all want to build a colony that “does something”, that improves, that overcomes obstacles, that solves a problem. At its core, our mechanics support that very well. Start with 10 colonists with primitive items, jobs and tools, expand to 100 colonists with advanced items, jobs and tools, and your colony is much more capable of doing whatever it does.

That cycle can repeat again to 250 colonists, and 500 colonists, etcetera. But what challenge stays interesting that entire time? A problem that is solved by going from 10 to 100 colonists does not motivate you to expand to 250 colonists.

We tried to solve that by creating “persistent challenges”. The amount of monsters attracted by your colony grows as you expand your colony. The requirements to keep your colonists happy got higher and higher as you recruited more colonists

But instead of motivating people to keep growing, these challenges actually punished people for growing, and they heavily incentivized efficiency and min-maxing. That’s why 0.8.0 replaced Happiness with Colony Points. Instead of pushing people to keep up with the daily demands of solving “persistent challenges”, we’d like to reward people for building something, for growing their colony and becoming more and more capable and effective.

For the last months, we’ve been pondering and debating how we can realistically implement this shift in philosophy into the game in a practical manner, in a way that makes the game more fun for beginners and more engaging for long-term players, in a way that refreshes the game for people who have gotten tired of it, without alienating those who have gotten used to the way the game works. Satisfying all these demands is hard, but we think we have found a solution.

We will extend the timeline of the game, deep into human prehistory. We’ll start in the Stone Age, and gradually evolve towards the Industrial Revolution. During the last month, we’ve investigated this historical development, looking for crucial technologies and interesting jobs and items.

The “luxury items” for the Happiness feature were mostly meant to be “daily items” like food and candles. They were crafted quickly, but relied on a combination of many different items. The new “luxury items'' will mostly be meant for export. They don’t have to be consumed daily, and with the support for extended crafting times per recipe in 0.9.0, their production can take longer. They will rely significantly less on a complex mix of ingredients. We’ve searched through history for interesting “luxury items” according to these new guidelines, and we were surprised to find many interesting artifacts that demonstrated the existence of complex technologies and high artistic ability deep into prehistoric times.

Trundholm sun chariot, Denmark, 1400BC

So, the products themselves should be more satisfying to craft. The reason to craft them too: instead of ‘having’ to satisfy the happiness demands of your colonists, you’re earning Colony Currency, which can be

Source

Steam News / 2 July 2021

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