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Kingdom is a beautiful game which is declarative. You run around on your (asthmatic) horse marking where you want buildings and your peasant workforce struggles
by joshvm 10y ago
Kingdom is a beautiful game which is declarative. You run around on your (asthmatic) horse marking where you want buildings and your peasant workforce struggles to build them. It works well, but the rules are almost too simple. "Winning" the game is easy, but if you make one single wrong decision e.g. marking a wall for rebuilding at the wrong time of day your entire fortress will collapse. I believe some issues were fixed in Kingdom: New Lands, but it was a bit of a stain on an otherwise lovely game. At least in DF, usually it's your fault when things get Fun.
For example, in Kingdom, you get more minions buy throwing gold to beggars. There are spawn points on either side of the map. Your fortress is symmetric and you can also pay for tools like bow/arrows or hammers. There's a tool collection point on either side of the centre. One rule you figure out in Kingdom is that minions pick up the first available tool they come across. That means that if you want archers, but you have a hammer waiting pickup (and your new recruits come from the wrong side of the map), you're going to get an engineer.
Watchtowers are automatically restaffed by your soldiers. Watchtowers cannot be destroyed. If you overextend and build towers too far away from your castle, then you'll enter a vicious circle where your new archers will immediately go to man the towers and die when the hoarde arrives. As the towers are always there, and you can't mark them for demolition, it's possible to get into a situation where you can't resupply faster than your men run to their deaths.