All posts tagged with "a few good overseers"

A Home for Her Majesty’s 22nd Dragoons

We added a first implementation of barracks to Clockwork Empires in experimental revision 41D (as teased in the last blog post). This is the start of giving the military mechanics more depth, providing the player with more feedback about the status of their squads, and providing the start of a structure to give more control to players over how their military operates.

"Tonight you pukes will sleep with your muskets."

“Tonight you pukes will sleep with your muskets.”

The basic pieces of the Clockwork Empires game (relevant to this topic at least) are the character, the work crew, and the building. Up ’til 41D colonial military had only the first two. Giving them a building  means military work crews an on-map home base, an anchor, and gives the player an on-world access point to see what the squad is up. And in terms of gameplay, it makes a proper functioning military require investment of resources! (From a game design perspective, we’re always looking for opportunities for the player to dump resources at potential problems to reward economic success.)

So how’s this work?

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