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Old ziggurats, ruins which avail you of lost pieces of civilization, and more. Small settlements where one might recruit new denizens, assuming your standard of living meets their expectations. There are dye factories and metal shops which add aesthetic options to your city. They give you little quests to fulfill before they will form alliances with you. As you traverse the sprawling map, which is rendered like a beautiful board game in ancient tile, you find other cities, which you are trying to unite. Perhaps most interesting, though, is how much the game learns from encounter-fests like FTL or Renowned Explorers. This aspect is nothing like most city building games, but is very similar to the resource harvesting you manage in games like Starcraft. As you glide around the map (which is new every time you play), you send out small aircraft to harvest necessities like wood for building, coal to keep the propellers running, clay for ceramics, along with materials for glass, iron, and canvas, and, of course, food and water to keep your people alive. There are RTS elements in the resource gathering, as your city produces very little of what it needs to survive. Tilt too far and your citizens start to tilt along with it, and their quality of life is one of your most constant concerns. You also have to balance the city itself put too much weight on one side and the whole thing tilts. You have to balance population, employment, lighting, storage, faith, propulsion, and lift as you expand your city. And while this is, at its core, a city builder, Airborne Kingdom borrows heavily from other genres. It's a fascinating experience, one that answers the question, "What if you could a built a city, and then take that city on adventures?" I didn't know that question even existed before sitting down with Airborne Kingdom, but I'm glad someone out there thought to ask it. That is a remarkable accomplishment, and for that alone, A Wandering Band deserves your attention. It's the first city builder to truly feel fresh and unique since Sim City appeared at the end of the 80s. There is so Airborne Kingdoms is a brilliant, well executed concept, and a joy to play, but it's also hindered slightly by technical issues. I look forward to seeing what you publish next! … ExpandĪirborne Kingdoms is a brilliant, well executed concept, and a joy to play, but it's also hindered slightly by technical issues. I was proud to have completed the campaign while also having achieved designing a city that could stay afloat indefinitely with a fully "jubilant" population. In Airborne Kingdom, I felt motivated by allying with cities and completing my "tapestry", and benefitting from the perks from allies (e.g. Many city builders offer quests but they're typically arbitrary and lame. not tip over and fall out of sky) and optimized, and (2) completing quests to reunite the world. Parts I enjoyed most were (1) finding ways to design a city that is both balanced (i.e. position factories far from housing), and expands on the concept with rich lore in a beautiful environment. build housing and keep citizens happy), and city management (e.g. find ore to keep your city afloat), population management (e.g. Airborne Kingdom is a beautiful city builder with some unique twists like flight and lore! It borrows familiar concepts from other builders Airborne Kingdom is a beautiful city builder with some unique twists like flight and lore! It borrows familiar concepts from other builders including resource management (e.g.
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