Polytopia

Polytopia Dev Tracker




13 Jul

Comment

Originally posted by MoonTrooper258

That's my point though. We could add new normal tribes if we rework the way perks work. At the moment, new tribes can't be added because there's not enough tech tree perks to go around.

Well, we've actually stopped adding Regular tribes because we have deemed that we have enough. 12 months, 12 tribes, and Midjiwan is hard on that. Add another month to the calendar and we might talk.

And yeah, we could bend the rules a tad....but we might as well just add more Special tribes, which is the plan anyway.

Comment

Originally posted by MoonTrooper258

Special tribes have way more buffs and abilities than a single mechanic. They even have their own unique tech tree and troops.

I'm aware of that.

I'm saying that those sorts of changes proposed are usually within the domain of the Specials

Comment

Originally posted by MoonTrooper258

What about other perks besides stuff from the tech tree? For example, a tribe could have a permanent buff when its units are in wooded areas, and is strengthened further with the forestry tech. Or, their cities could have stronger walls at the cost of reduced population.

Those are called "Special Tribes" 😜


12 Jul

Comment

Originally posted by The_mystery4321

That seems fair. What are tribe moons?

If you'll notice the pinned post, you'll see this month's thing for Zebasi Tribe Moon. Every month, the represented tribe gets a lore blurb detailing something about them and a picture about the blurb. Special tribes don't get moons, but they do get a week throughout the year.

Comment

Originally posted by The_mystery4321

I don't mean to be annoying about this, I'm just curious. 1. What do months have to do with tribes? 2. Doesn't Hoodrick do exactly that to Bardur, or Zebasi to Imperious?

  1. Tribe Moons! Every month is dedicated to a different Regular tribe, and Midjiwan likes this a lot. This month is Zebasi.

  2. Well, somewhat. It isn't just about the tech, but also the feel of the tribe or the gameplay around it. Polaris used to be a Regular tribe that started with Whaling, but that wasn't fun, so we changed them. Zebasi land is very different from Imperius land, despite them being similar. Etc.

Comment

So, the main reasons we don't want to add new Normal tribes is twofold (in order):

  1. 12 months, 12 tribes

  2. The other techs left are either useless or would cramp the style of other normal tribes (e.g. We've actually deigned Xin-Xi around them getting Mining quickly, and thus, dont want a tribe to start with it)


10 Jul

Comment

Originally posted by BallWave

I mean the effect of disruption can be breaking stalemates if implemented properly without the overwhelming ability to capture cities. Many different ways to go about it. Getting a "sneaky" capture is bad design imo for many reasons, but it doesn't even have to be sneaky. AoE is very limited/non-existant for once.

But whatever, I disagree with many of the mechanics in the diplo update, and now kind of regret this game being the first where I bought anything after ~10 years of mobile gaming. These things only become seen after spending a couple hours playing, the basic design is limiting as well.

Originally, the Daggers couldn't capture cities (and could just be spawned in enemy territory, as Cloaks werent made yet), but we quickly realized that they really weren't worth the hassle without something powerful like that.

You couldn't control them, and they were frustrating because of it. They couldn't capture cities, and they weren't worth the effort to make. They are the way they are because we want Cloaks/Daggers to be high risk/high reward, and what's the highest reward out there than having the potential to capture an undefended city?

Comment

Originally posted by BallWave

Yes, but I'd say that's good if the goal is disruption rather than outright capturing cities (makes more sense for a revolt imo). You'd still be forced to attack your own units, just choosing targets.

The goal of Cloaks/Daggers since the beginning was disruption and capturing cities, as we wanted a way to break stalemates.

Comment

Originally posted by BallWave

How about being controlled by the enemy whose town you're attacking? Let them choose their attack targets at the start of their own turn. Weird but maybe works?

Then they wouldn't do their job as no sane person would attack their own town with them.

Comment

Originally posted by ComunistComrade

Maybe then instead of that, make them controlled by bots, but still be on your team

We tried this, too.

We also didn't like it. 😜


09 Jul

Comment

This was actually how we had them in development, but removed it because it was frustrating to play with.


06 Jul

Comment

Originally posted by memanator2

oh sorry,thought you were in stockholm,anyways,pls next time try a better time for both america and europe,like 8,7 or 9 am,it would be morning there so americans could have more time to see it and here it would be 5 pm which is better than 0:00 (if possible ofc)

It was supposed to be pushed at 10am, but I was super busy, and had to push it now when I had the chance.

Good news is that the tourney doesn't begin foe a little while, and this is only to denote sign ups


05 Jul


01 Jul

Post


"Farming in Zeboya is made much easier with the myriad of irrigation channels built by the Zebasi. Windmills use the power of the wind to power lifts that pull water from Lake Mozimwa into the irrigation network, keeping Waongii, Uzu, Z'nula, and other crops growing all year long!

Hello Polytopians,

It's the Zebasi Tribe Moon, a whole month dedicated to celebrating the Zebasi, our favorite curious horticulturalists!

Not enough Zebasi in your life? We're having discounts on all Zebasi merchandise at https://shop.midjiwan.com until July 31st!

Now, tell us what you think about the Zebasi in the comments!

P.S. Thanks for the art, Viera903!

-Zoythrus
Post
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A lil somethin somethin: You can find the details for this event on the announcement page here.