As you can see in the screenshot above, there was not a lot of visual contrast in some locations or at certain times of the day, making it even harder to spot things. Combine this with the occasional difficulty I had in spotting important objects on the ground, and it left me a little bit frustrated. With most games these days allowing you to simply mark the place you want to go and showing it clearly to you on a compass or minimap, these extra steps slowed me down a fair bit. You have to bring up the map, dredge up whatever knowledge you once had about compass directions, and then return to the world and plot a course in the right direction using the tiny compass at the top of the screen. You can’t set waypoints or otherwise mark locations you want to visit. My only gripe here is the lack of connection between the map and the actual world. If you move too far away, your people will be forced to return to the city. To interact with most of these, you’ll need to move your city within range, then send your people down in little planes to interact with the location or gather resources. You might discover new colour schemes for your buildings, new recruits for your city, or relics of lost civilisations. The interface is fairly simple to work with: right click to get your city moving, mouse over to highlight interactable places on the ground, and left click to interact with these. The early parts of the map have easy access to all the basic resources you need, but as you move further out, some resources will become scarce.Īs you move around, you’ll discover new locations in the world, from ancient ruins to small settlements, and of course, resources. The faster your city moves, the fewer resources you’ll use. Your city constantly uses coal, food and water, so you need to make sure you’re stocked up on these as you move around. Buildings can also be moved after the fact, in case your early layout decisions come back to haunt you later on.Įxploration and resource management are the keys to success in Airborne Kingdom. Fortunately the game gives you immediate feedback as you’re placing buildings, letting you know how much the new structure will upset the delicate balance of your city. Tilt comes from the layout of your city, meaning you need to carefully consider the placement of each building. As you play, you’ll unlock new technologies that will allow you to construct buildings that will improve both lift and propulsion, allowing you to build more buildings, and to get around faster. The three aspects that need to be taken into account are lift – essentially how much weight your city can support, propulsion – or how fast it can move, and tilt – how unstable your city is. In addition, there are other factors to consider, namely, keeping the city afloat and stable, and moving faster than a snail’s pace. Both tasks become more difficult as you expand your population and your city.Īs you’d expect from a city builder, you need basic resources like food and water for your city’s inhabitants, plus other resources to build new structures and fuel to keep your city in the sky. Secondary is, naturally, keeping your subjects happy. As you can imagine, your primary goal is actually staying in the sky. Building and maintaining a flying city brings with it some unique challenges.
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