NEW Immersive Post-War City Rebuilding Game with Warships & More | Bulwark: Falconeer Chronicles



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8 thoughts on “NEW Immersive Post-War City Rebuilding Game with Warships & More | Bulwark: Falconeer Chronicles”

  1. Purchased the game and have been enjoying playing as long as I can without eventually choosing a faction and losing those commanders and tradies.. Definitely recommend acquiring the outpost/specail-building that has the gun ports to boost defensive traits of nearby trade routes and outposts. It can be snapped onto a route start or route end to boost defense directly.
    I found flying across the map with a trade route beginning already built at my main base and preloaded with escorts and tradies ( allowing for immediate placement and resource availability ) and also carrying a spare outpost and the gun post. As soon as you run into a hostile encounter or wish lay seige, place the gun post down, then the ship route end, then the faction outpost. Then spread out and upgrade enough to create minimum battlements and then begin the attack. The extra guns and staging area provides reinforcements and effectively acts as a fast travel/beach head in the event you need to fast travel back and forth to base.

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  2. At 1:39:20 you need to increase the meager +4 production of your Freehouse Citadel to a highter number because I don't see green workers lines flowing further away from the Stone Quarry. In the economic game meachnism you don't produce resource quantities, you produce production distance levels, meaning the distance (expressed in way sections) how far resources and workers can flow from their resource buildings. The green +4 indicator above the citadel building shows that your Freehouse Citadel can't send workers further away than 4 distances from the citadel. The same works for the other 3 production building types, being the Wood Mill, Stone Quarry and Iron Mine. To increase the current +6 distance production level of the Stone Quarry it is needed that the citadel workers distance of +4 is increased to at least level +5, resulting that workers can reach the house foundations you have creaded inside your Stone Quarry radius circle. The Stone Quarry building itself is already at +4 workers distances away from the citadel and consume the final remaining workers distance point. Remaining distance points from a selected building, tower or harbour can be observed in their colored Bar Graphs. By example at 1:39:02 the 4 green bars in the Freehouse Citadel Bar Graps shows that workers can reach from there a distance of 4. But the citadel has 7 orange-yellow bars and 3 blue stone bars. This gives a good insight how much the production distance of wood and stone expands further from the seleced citadel building. The single available green workers bar at the Stone Quarry is used by the quarry to operate. Due that fact there are is no workers distances left and due that fact there are no green workers flow lines visible that goes further to the nearby foundations you have created to build houses for the Stone Quarry workers as these are at 5 distances away from the citadel. Without more housing inside the Stone Quarry range circle the mine doesn't expand it's +6 production distance. Regarding April fools in games, you gave much attention to the Farthest Frontier version with bears, lol. Subject: Command Towers. At 2:03:31 you can see what role they play in passing on the worker flow. The command tower has a red worker value of 2, which means that the relevant Command Tower in the workers flow line will take two workers. The initial value is +3, which you can see in the Command Tower Bar Graph. There 2 green bars are consumed, there is still 1 workers bar left that travels via the green line to the next tower. From there, you'll see that the green line ends.

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  3. instead of placing outpost everywhere place the settlement's you collected, plan where you put them as each one settlement, outpost, building takes 1 resource… you have way to many outpost 😂😂😂

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