
I had first played this game a couple years ago. I mostly liked it, but never got around to reviewing it. When Paradox fired Colossal Order as the developer of Cities: Skylines II and assigned Iceflake Studios to it, I decided to go back to Surviving the Aftermath to see how well it holds up, and to give myself a better idea of whether Iceflake could handle Cities: Skylines. And since I still had all my original review notes from when I first played 2 or 3 years ago, I decided to go ahead and finish that review!
Adventures in the wasteland
Well for one thing, Surviving The Aftermath is leagues better than the other post-apocalyptic colony-builder that I played a few years ago, Atomic Societies. Aftermath largely succeeds in all the ways that Societies failed, and if given the choice between the 2, Surviving the Aftermath is the hands-down winner. About the only things that Atomic Societies does that I really missed in Surviving the Aftermath were the ability to pass laws and mandates based on various ethical dilemmas, and the ability to re-purpose old buildings and infrastructure and incorporate them into your village.
Random events will ask you to make moral or ethical decisions.
Aftermath doesn't do either of those things. but that isn't to say that Surviving the Aftermath doesn't contain plenty of ethical and moral quandaries. Surviving the Aftermath will throw various quests and random events at the player that may require you to make moral or ethical decisions. People might show up at your gate asking to be let in, and you'll have to decide whether they might pose a threat, or if your village has the resource and infrastructure capacity to support them. Other events may ask you to decide to help strangers in trouble, or to attack them and raid their supplies. All of these decisions can affect your resource supplies or influence your colony's morale.
Aftermath also puts a large emphasis on exploring and adventuring in the wasteland. In addition to managing your colony, there is an entire procedurally-generated overworld map separated into small regions. Each region may contain one or more locations that can be explored or scavenged for supplies. There may also be bandit camps for you to fight, and other villages for you to trade with. You can even set up your own distant outposts in the overworld, which can provide passive resource production, gather more colonists to add to your population, conduct research, or provide places for your adventurers to heal or drop off supplies.
It's almost like having an entire second game within the game! Trying to optimize your exploration and scavenging also creates some unique strategies, and can even influence the way that you build some infrastructure within your colony.
I was a bit disappointed that the overworld wasn't a bit more dynamic. Nobody else does anything in the overworld. Bandits from the camps don't attack or threaten your colony, any of your outposts, or any of your adventurers who happen to be in the area. Nor do they threaten or attack the NPC villages or any survivors who might be wandering around. Nope, they just sit in their camp waiting for you to attack them, which provides a small amount of supplies or silver.
Your specialists will scour the overworld for resources, and battle with bandits.
There's also no competition with the other NPC villages. They don't expand and build outposts of their own that might claim territory or resources that you want. So the whole overworld map feels very stale and static, and is basically just a giant menu for collecting supplies over time.
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This first expansion for Cities Skylines II is a year overdue. Personally, I was far more optimistic about it than most other players. Though that review was biased by the fact that I never got any of my cities up over 100 thousand population, and so wasn't running into many of the problems that other players experienced with the simulation breaking down in large cities. I think my largest city was somewhere around 70-74 thousand population at the point that I published my review.
The game launched in such a messy state that Colossal Order had to devote so much time and effort to fixing core problems that they had to keep delaying the expansion. They were in a really hard position, as publisher Paradox had sold the expansion with the deluxe editions of the game in pre-orders. This content was promised to players, and was sold to players prior to the game launching. It's not like Colossal Order could just not release it.
This stuff is exactly why pre-order and "Deluxe Edition" cultures in gaming need to die. With all games being available digitally (and most games being purchased digitally), there is no risk of a supply shortage, and so no reason to ever pre-order a game. Offering pre-orders and pre-order bonuses is just a cynical, anti-consumer trick of publishers to try to get more money out of gamers. Sell the product before it's actually for sale, and know that you're guaranteed to get at least that many sales, even if the game turns out bad.
Colossal Order did say that, due to the delays, they tried to fit as much water-based content as they could into this expansion. They also claimed to have put a lot of time into fleshing out systems and testing the new content to make sure it all worked. I had hoped that this supposedly more holistic approach to this expansion, and the extra time given to it, would alleviate many of the complaints that I had with the first game's expansions being so limited in scope. I'm sorry to say that it didn't quite work out that way.
I'm also sorry to say that, while I was working on this review, Colossal Order and Paradox announced that Paradox has fired Colossal Order from its development duties on Cities: Skylines and Cities: Skylines II. After the end of this year, development of the game will shift to Paradox's in-house Iceflake Studios (the developer of Surviving The Aftermath). I had played Surviving the Aftermath. I thought it was fine, and largely had a good time with it, even though I never finished the campaign and never got around to reviewing it. So it's possible that Iceflake might handle Cities: Skylines II development just fine. But this situation sucks. Colossal Order created Cities: Skylines. It was their game (and series). For Paradox to yank it away from them in this blatant act of IP hoarding is just cruel, greedy, and evil.
I hope that Colossal Order survives, that they are able to retain most (if not all) of their staff through this, and that they come back swinging in a few years with a new city-building game that will rival Skylines. Maybe, in the long-term, competition between Paradox and Colossal Order will lead to a renaissance in modern city-building games, as each tries to out-do the other. But in the meantime, it's likely going to be a rough few years for Colossal Order, and I wish them all the best.
Repeating the first game's mistakes
The feature previews for the Bridges & Ports expansion sure seemed promising. New modular ports, bridges, drawbridges, proper quays and piers, a fishing industry, offshore oil drilling, waterfront zones, and a bunch of new parks and landmarks. It sure seemed like a fairly comprehensive and holistic feature suite, on paper.
But then I actually got to playing it, and almost immediately started to notice that there were things that I had hoped or expected to be included, which simply weren't. Despite the supposedly-holistic approach to water infrastructure, this expansion is still missing 2 key pieces of water recreation infrastructure that I've been asking for since the original Cities: Skylines over a decade ago. There are no public beaches, and no marinas. Yes, you can technically build a makeshift, superficial marina using the quays, piers, and a couple of boat props, along with any other Detailers' props or decorations. The piers do seem to provide some passive beautification, but nobody ever actually uses these structures that I might spend hours putting together. People don't walk the decks of the piers, or actually sail the prop boats out into the water. Would it really have been too much to ask to be able to create a simple seaway and "pleasure cruise area" for a marina, similar to the way that fishing areas are designated?
You can make makeshift marinas with quays, piers, and boat props, but nobody uses them.
The lack of public beaches really hurts the aesthetic of any coastal city. There are some props that can be placed on sandy beach areas to give some appearance of a beach. Maybe some tents here and there, some lawn chairs, and a few other such objects. But there are no beach towels, surf boards, sand castles, lifeguard towers, or things of that nature. Most importantly, just like with the makeshift marinas, nobody will ever actually go to that beach. People don't walk along the beach, swim in the water, sit in the lawn chairs, or play in the sand. The beaches are just completely lifeless.
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548fdccf-c209-4110-b57e-b5648de780a8|0|.0
Tags:Cities: Skylines, Cities: Skylines II, Cities: Skylines II: Bridges & Ports, Colossal Order, Paradox Interactive, Steam, PC, city management, city planner, city simulation, water, waterfront, quay, pier, bridge, drawbridge, port, harbor, ferry, river, ocean, fish, fishing, oil, offshore drilling, boat, bicycle, bike, parking, pre-order, Iceflake Studios, IP hoarding

After coming off of playing Foundation, and while jonesing for the Manor Lords castle update, I picked up another medieval village-builder: Farthest Frontier. I played this game while it was still technically in Early Access (and cheaper to buy), but its 1.0 release was only a month away, so I was basically playing (and reviewing) the release version. So for once, I'll actually have a review of a game out on the game's release! (Instead of weeks or months later, when everybody has stopped caring).
Farthest Frontier is another city-builder that's been on my radar for a long time, but I always figured that it would have a hard time competing with Manor Lords. Sure enough, I don't think Farthest Frontier is a good as Manor Lords, but it does have a lot of features and ideas that I really like, and which I would love to see ported or adopted into Manor Lords (and to other medieval survival city-builders.
I feel like the winters in Farthest Frontier look worse than they actually are.
Frontier fog
If anything, I think that fans of Banished should really like Farthest Frontier, as it feels very similar to that game. Both are grid-based city-builders, which stubbornly refuse to allow building on diagonals. One of my pet peeves with grid city-builders is when they generate maps that have diagonal features, and allow road-building on diagonals, but do not allow buildings to be placed on diagonals.
Both Banished and Farthest Frontier also put a large emphasis on logistics and trade. They also both have harsh winters -- though I did not find Farthest Frontier's weather or winters to be nearly as threatening as I remember them being in Banished.
Instead, Farthest Frontier plays up its "frontier" nature by including a fog of war that conceals potential threats and hazards. Even though the weather never posed as much of a threat to my village as I expected it to, I always had to be careful about exploring or expanding into the fog of war. You just never know what's out in that fog. Builders, loggers, hunters, or foragers who wander out into unexplored territory may run into bandit camps or wild predatory animals. If you send them out at the wrong time of year, they can also potentially get caught in a summer drought or winter blizzard, which could kill them from dehydration or cold if they can't get back to the village quickly enough.
The fog of war can hide dangerous wild animals or bandit camps.
Bandits and predators can also wander into your village or outposts from the fog of war, and can attack villagers, plunder resources, or damage or destroy buildings. You need to be sure to keep visibility of the perimeter of your village and satellite hamlets, and be prepared to defend it on a moment's notice. Watchtowers are therefore very important, but keeping them staffed takes precious population away from other jobs.
Villages in Farthest Frontier also never feel like they turn into full-blown cities or metropolises, like they can in Banished (and other games). Farthest Frontier actually has a hard cap on how high the population can get. This cap can be configured in the game's options (based on your computer's specs), implying that it's a technical and performance limitation (rather than a stylistic choice), and it defaults to 500 people. So unlike other games, you'll never fill up the map in Farthest Frontier (though you may have satellite villages all over the map). This limit may be a technical concession, but it does also contribute towards the "frontier" feeling of the game.
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Tags:Farthest Frontier, Crate Entertainment, medieval, city management, city simulation, frontier, fog of war, animal, bandit, trade, crop rotation

I've had Foundation on my wishlist for years, while it was in Early Access, but I never got around to buying it and playing it while it was Early Access. As soon as it released to 1.0, I bought it, but I was still neck deep in Manor Lords, and so it took me a while to put any notable amount of time into the game.
Foundation is certainly a very different kind of game compared to other recent, popular, medieval city builders. Most other medieval city builders over the past decade or so (Banished, Manor Lords, Settlement Survival, and the like) have been "survival city builders", with harsh winters, weather disasters, and lots of other ways for your population to die. Foundation takes a different approach. It doesn't have the survival elements of these other games. There's no harsh winters, no droughts or floods, and no bandits. Foundation feels a lot more like a medieval version of classic city builders such as SimCity or Cities: Skylines, in that the principle challenge is keeping your economy balanced and your population happy. Foundation is a much more cozy game than most of its peers.
Foundation is much more colorful and pastoral than other medieval city-builders.
Your home; your castle
What Foundation lacks in danger, it makes up for with extensive customization and expressiveness. Many buildings in the game can be customized with modular parts, giving the player a lot of control over the look and feel of your village. Buildings ranging from the Lord's Manor, to churches, to taverns, to market squares, to woodcutter camps, and others all have modular parts that can be freely placed to your heart's content. Most parts have locking points that they will stick to, but you can also freely place these modular parts to create even more unique designs.
Better yet, these modular parts are not purely aesthetic; they have function. For example, adding a Treasury to a Manor will increase the maximum amount of money that you can have on hand at any given time. Adding an Inn extension to a Tavern will give visitors a place to stay and increase their comfort.
Sub-buildings add additional functionality to a building, and extra rooms may increase their capacity.
Even without placing full sub-buildings, almost all pieces that you add to a building will provide some function or purpose. Adding new rooms or an extra floor to a church or tavern will increase the capacity of villagers that it can serve. Increasing the height of a Watchpost, or adding a new room to it will increase the number of town watchmen that you can assign to provide security and guard patrols. Adding an extra tent to a Woodcutter camp will increase the worker capacity, and adding an extra storage cart will increase the capacity of wood that the camp can store. Many decorative elements will increase the "splendour" of the building, which is used for unlocking higher tier buildings and upgrades. Decorating your little village is actually the primary means of progression through the game!
Better yet, these decorative elements will also often be used by the villagers. People will sit at tables or chairs, take naps under your planted trees, and walls and fences will actually control the flow of traffic through your village. All of this helps to make the town look more lively and organic, and it makes an outdoor courtyard, park, or tavern patio look like a more bustling part of your town.
All progression is tied to the aesthetic customization of your village.
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Manor Lords had a big update recently (with more coming soon), which has encouraged a lot more people to start playing it again. I even started a Let's Play, with commentary on my secondary YouTube channel, "MegaBearsFan_Plays". I've been playing the game off and on since it's initial launch into Early Access, and so I thought I might also take this opportunity to share some tips and advice that I have for any players who are new to the game, or who might be struggling.
I started a Let's Play with commentary about strategy and my overall thoughts about the game.
Remember that it's Early Access
The first "tip" is actually more of a disclaimer. If you play Manor Lords, please remember that it is an Early Access game. Though it is playable (and quite good), it is not fully-featured. It contains bugs, isn't finely-tuned or balanced yet, and has entire features and modes that don't actually work yet. For example, take a look at the Policies menu, and you'll notice that there are only a couple working policies, and the rest are place-holders that cannot be activated.
More importantly for the purposes of this guide, the game will change considerably over the coming months (or years), and leading up to its eventual retail release. These tips apply specifically to the Early Access build (in early 2025), and may not be relevant in the final release version of the game. I may write an additional tips guide for the full retail release, if I think the game has changed enough to warrant additional tips. [More]
3f6c3853-5901-4ef8-b85f-c89ce9930e80|1|5.0
Tags:Manor Lords, Slavic Magic, early access, medieval, survival, city simulation, town, resource, ox, burgage, farm
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