Leucarum
Deity
- Joined
- Dec 21, 2018
- Messages
- 2,447
Thanks for that.It is very central, and most of it can't be automated. I don't like the term "crafting mechanics", because it is something I associate with Minecraft-style item production, and Ara isn't like that at all. "Production chains" is the better term, and it is more similar to historical city builders. You see a resource on the map, you build something to extract it, you build a building where that raw material is transformed into something else. The production chains are vastly more complex than in those old city builders though, with multiple inputs and outputs for most things.
I really, really like this aspect of Ara. There is still room for improvement in the UI, but it is satisfying for me to gain control of a resource, and then plugging it into my production chain to reap the benefits. So for example, my city grows, I gain a new region which has Foxes, I build a Hunting Camp, and now my Tanneries can produce more Leather, which again speeds up my production of both Sandals and Books. If this kind of thing doesn't appeal to you, I suspect you will not enjoy Ara that much. You still have the other 4X stuff, like fielding armies, doing diplomacy, growing your empire and so on, but the production aspect can't really be ignored.
I suspected Ara wasn't the game I was looking for. I can see why production chain mechanics can be satisfying, but I tend to find them a little fiddly or tedious. The exception for me has been Victoria where the in depth simulation of a global market is really interesting to manipulate. But this sounds like it's more city building than that?