I recently started playing this game after letting it sit in my library for years and holy guacamole I can't believe I waited this long. I am absolutely addicted. This game is incredible. chef's kiss Perfection. I love it.
this game deserves all the accolades. they effectively invented a new genre by mashing together a bunch of genres in an extremely satisfying way. and it's just so well done, with an incredible atmospheric audiovisual art style. a shame it's not a popular genre but if you like any kind of survival city builder i promise this is the best of that genre and more.
Love this game!! As a UX designer it just makes me all giddy to see how much the devs listen to the players and keep on making it better in every sense (and they are not afraid to retool and scrap things that didn't turn out as intended) - especially the *absolutely best in class UI*. You play all those builders and 4x games where the mechanics are hidden behind clunky UI that wastes all your time clicking just to find where a resource or worker are, or to remind you what building you need for a specific resource, then you have to find it in the build menu (Millennia is especially irksome) - AtS is just perfect in that regard. Hover over a resource and you have a pop-up that lets you build the correct building for it in one click. Hold ALT and you can see all the different pops working in each job and reassign them straight from the overview. Want to assign an all beaver crew to the wood gathering huts? hold shift and choose a beaver for one spot and the rest will auto-populate. Need to remove woodcutters to temporary reduce hostility? click the button near the hostility bar to remove one or hold shift to remove all in one click, instead of hunting down your camps and depopulating them. PERSISTENT global custom settings for things like "woodcutters avoid opening glades", "Allow Hearths to only burn wood", "Food restrictions", etc. What other game does that? You always have to fiddle around with any new city or game!
This game is one of my favorites of the past few years. I think what I appreciate the most is that the universe they created for the game. It could easily be its own spinoff fantasy series.
Fun fact. He says that he helped people discover AtS, but AtS actually made me discover Potato. Because I was watching Parvus play this game and he mentioned Potato being better with markets and stuff so I went and checked out Potato's videos on there. And here I am
I got this game this year and I've already packed 400 hours into it. I love it so much. Scratches the itch so well for a city builder like CIV without taking 6 hours to complete.
Great game, fun gameplay loop, interesting mechanics to learn, nice difficulty curve and man is it satisfying to succeed with a settlement. And the UI and UX design, chefs kiss. So many beautiful little quality of life features.
The way the "plan" changes and evolves is what makes this game so challenging. For example, setting up the perfect wine producing region then stumbles with failing to find any fertile soil. Things always arrive in the wrong order, demanding commitment to a strategy first, only to have it stymied. However. I NEVER take any tasks that gain me REGULAR extra villagers. No matter how much I might want more beavers, the additional population always causes more problems in the late village than they solve. Exactly as happened here. Never mind the extra mouths to feed, and extra hostility. Not everything is as "huge" as it first seems.
There is also a last resort to fend off negative resolve during a storm. Before someone leaves, you can "Favor" that group. Adds 7 to their resolve, often lifting them out of negative resolve, staying their departure. The downside is the other population groups lose that 7 resolve, possibly making them go negative. However, the time it takes for their resolve to go negative, plus the time it takes for a villager to depart, can often outlast the storm duration. Meaning that everyone remains, even though taking no action would absolutely have lost one or two villagers. It becomes a timing dance, because sometimes switching off that favor can buy even more time, letting the second group recover back into positive resolve before they leave, and the first group takes more time to get back into negative resolve and resume their departure timer. But resolve is not an instant change - it gradually shifts from the value it is now to the target value. So, don't get caught out by that time lag in making the change, versus how long it will take to climb out of negative territory.
If I could give one piece of advice, I would recommend that you try and get buildings you can use now rather than what you hope to use in the future. You got a bunch of buildings that didn't actually help you like with the Farm and the Sawmill, the vineyard town only gave you six which really didn't give a tangible effect even at the end, and the only reason you were able to pull out a win is that you got lucky and found a Guild House in a glade which let you fill both of the beavers needs.
Ideally, you want to wait on picking out a blueprint until you have opened your first glade in the second year to see what you have to work with so that you don't waste your picks and you open up your orders right before you do that since there are a few that have completion conditions on scouting glades or that they are easier to accomplish with the resources you got in the first year.
Against the Storm is the greatest city builder game ever made.