Exploring game mechanics: vegetation zones
Author: Maciek,
published 2 years ago,
Hi folks!
So, it's about time to start sharing some more info on how do you actually play the game :) Let's start with something fundamental that will affect your building strategy from the very beginning: vegetation zones.
The concept is pretty simple: the mountain landscape changes with height. The higher you go, the more rough and unwelcoming the terrain becomes. The idea is represented by distinct vegetation zones you will encounter in (almost) every game level:
[h2]Green zones[/h2]
[img]https://clan.cloudflare.steamstatic.com/images//41623538/4c42bbcfe55892da28240b31ace13e1deaf7d074.jpg[/img]
The lowest playable areas, just above the dense mist covering the mountain basis. Full of flourishing flora, bushy forests and fertile ground. Farms produce the most barley in this environment, grazing yaks produce high amounts of milk (which can be then further processed into cheese, butter, butter tea, etc.) and hot baths require minimal quantities of fuel for heating.
Building in green zones has also one other benefit: it's quite rare for snow avalanches to come down this low... but not impossible!
[h2]Temperate zones[/h2]
[img]https://clan.cloudflare.steamstatic.com/images//41623538/020a3679cf30d513ec7ee41491e66818f660d099.jpg[/img]
Above green lowlands, you find a little less bushy and fertile areas. Farms produce more hay alongside barley, lumbermills work with smaller trees, decreasing their efficiency. However, only in these areas, you can encounter cedar trees - a resource valuable especially for monks (one of three citizen castes), as it is used to produce incense. At this height also minerals start to show up, be it salt, copper or gold.
[h2]High zones[/h2]
[img]https://clan.cloudflare.steamstatic.com/images//41623538/01a0246a4802fafa574faa55ed73724d90f49d55.jpg[/img]
The third and last kind of gameplay areas. Very scare vegetation, inhospitable terrain, rough conditions. Farming doesn't make much sense here, stumped and dead trees are a poor source of wood. Yaks can barely produce any milk at this height - however, due to the low temperatures, they grow extra thick layers of fleece, which boosts your wool production.
The most important reason for expanding your town into this hard terrain is mining - most of the natural minerals can be found only at this height. High zones with their harsh, unforgiving conditions are also very appealing to your monks, who prefer to live in monastery complexes as close to the mountain peak as possible.
One more thing: I don't need to describe how being just below the snowy parts of the mountain affects the probability of avalanches, right? ;)
[h2]Snow zone[/h2]
[img]https://clan.cloudflare.steamstatic.com/images//41623538/05f2811da357ce4f6610ce61cc520803b6c18cda.jpg[/img]
The peak of the mountain and the glacier areas below - the snow never melts in here, all life forms just freeze here within a couple of hours, the terrain is steep and often features ridges and huge vertical cliffs.
The conditions are just deadly and there is no rational reason to ever go there. However... is the reason the only thing that can drive humanity? :)
[h2]Summary[/h2]
And that's about it! To sum it up, all of the three available types of gameplay areas are different and best suited for different uses. There are no better or worse ones, all of them have their pros and cons, which you should consider when planning your town. A lot of building work the same way despite the zone they are located in, but you really can't ignore zones if you want to create an efficient town. And believe me, you want to do exactly that :)
If you have any thoughts, don't hesitate to shoot us a comment. Also, suggestions for our zones mechanics are highly welcomed at this stage - we are still trying things out, maybe we can change/add a thing or two ;)
Maciek & MichaĆ