A Logistical Nightmare – Foundation (Part 6)



Foundation is a relaxed city-builder that just reached its 4th anniversary! Unlike survival city-builders with limited resources, Foundation is designed to let you expand at your own pace and design very organic, aesthetically-pleasing medieval cities. So pour yourself a cuppa tea, find a warm blanket, and let’s build a city to be proud of!

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No copyright infringement intended. Foundation copyright is owned by their respective owners which includes but is not limited to Polymorph Games. I did not make the game (or assets) and do not claim to. I do claim recording the video and audio associated with this playthrough.

Music credit:

“Doo Dat Wah”
by Jules Gaia
Provided by Epidemic Sound (http://www.epidemicsound.com)

#citybuilder #strategy #foundation

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40 thoughts on “A Logistical Nightmare – Foundation (Part 6)”

  1. I think the problem with the builders is not that it takes that long in itself, but rather the time it takes doesn't seem fair because you can see them waste it on walking, not building, and perceive it as inefficiency rather than realism. I never spent much time observing or waiting for things to build in this game because I keep it on 3x while planning/thinking about other stuff and I never noticed exactly why it took them that long to build a medieval church, so I just though of it as realistic, because it did really use to take forever to build stuff.
    Ideally they would change it so transporters can help bring building materials, and the builders spend the time actually building, but that the building process itself is longer. Would make it natural to scale up as the population grows, more builders can manage bigger projects in less time.

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  2. In the world of realism, I doubt you'd fine a raw ore trader dragging all that weight when they could also refine it themselves (well, someone else anyway) and keep the profit. Understand it from a play style perspective of course, but not surprised raw ore isn't for sale.

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  3. I took the time to ask for something like that in the game's discord. Apparently warehouse transporters should deliver materials to construction sites if they have the time. This sound real because the 4 slots in warehouses never made sense before to me, but I'm yet to try it out.

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  4. Hey Pravus, glad i found your channel! One suggestion is to give the option to give a priority button for building… I know it's been done before, but I'm sure it could "one" of the solutions for this kind of problem. Cheers

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  5. 18 minutes to build a fort? My brother in Christ, that was only 2.5 months in game time. In this medieval setting, building a grand fort like that in under 3 months would be a miraculous accomplishment!

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  6. If I looks at your money and other resources it is looks better as in the first parts at your game.

    Your cheese problem: Looks how eat your cheese. IIRC the folk needs different food for be lucky and healthy. If you suddenly give a kind of food they will use it too. So it is not a foul of this game. This happend me in the Settler game too – suddenly too many different food and your goods empty fast. Sometimes do you must looks at the producing chain. Possible do you can optimise and stabilise your cheese production.

    This with your builder sounds interesting. But if do you look at real construction sites – the builder home of them change place too. This kind of conception is house for everybody. But same do you should use for your wood cutter of the many wood around your houses. Build – cut wood – put away building – place at new place.The house MOD sounds really good after the AI self put the houses crazy around. A placeholder should be better.

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  7. I love how you build a church out of stone but a military fortress out of wood and placing the church in a more defendable location (ie you can destroy the bridge and retreat with ships). So in case of an attack that fort is almost useless 😂

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