Location
Australia
My colonists grow increasingly unhappy with the lack of sleeping space available. I try to appease them, but their ranks swell faster than I can meet their quotas. Buildings are hastily erected, hallow halls filled with crude cots. The conditions are cramped, but at least they have a roof over their heads now- a stark contrast to when we started. At least they are no longer starving, their stomachs filled- if crudely- with vast, sweeping fields of maize, toiled over endlessly by teams of colonists who will never be assigned work elsewhere. My efforts were focused here for many weeks, long enough for problems to take root elsewhere, problems I struggle still to deal with.

The fishmen attacks continue, ever growing in severity and number. My militia, ten strong, was once enough to hold them off, but they struggle more with each passing day. I must construct a metalworks soon, but this requires bricks, the primary component of the buildings preferred by my overseers. I must choose- do I satisfy my overseers, or progress towards my goal of getting more advanced weaponry? But- alas, the choice is taken out of my hands; my supply of clay runs dry, and my colonists, hampered by their terrible night visions and increasing fear of fishmen attacks, refuse to explore my borders.

And the strange, paranoid ravings of Reuben and Pepper continue, infecting the minds of my colonists with their insane zeal. Two competing cults- and, aha; Genevieve has uncovered a strange idol while mining for stone. Soon, a third will join them. I ply them with alcohol as best I can, but it is not enough. Soon, the madness will spread, and I will lose dozens to the endless march to the sea. If only I had the clay to build a chapel- but no, even if I did, I have more important tasks to look towards.

This is Clockwork Empires.




Clockwork Empires is a game made by Gaslamp Games, known for their more popular title, Dungeons of Dredmor. It's been in development for over two years now, and is- according to the devs- reaching the stage where it may soon move into beta. This length of time is unsurprising- it's a very ambitious game being developed by a crew of seven ("six and a half", according to the devs) people.


The game has an odd setting, a mix between Victorian times, a steampunk novel, and a Lovecraftian horror story. Over the past two in-game days, I've been fighting off waves of Fishmen after reluctantly initiating hostilities against them last week, while assigning several clerks to filling out menial paperwork in the hopes I may gain enough favour with the Empire for them to send me a squad of soldiers. In the meantime, a group of allied soldiers in power armour swept down from the north and eliminated a group of bandits that had been threatening me for several days, although the bastards refused to help me with my Fishmen problem.

The gameplay can be a bit weird. The game's conceit is that every character within it has their own unique personality. As such, you don't directly control them; rather, you assign them to workgroups and create jobs, and the characters will work (or not) as their personality dictates. It's then up to you to try to get everyone to complete the jobs you need done while competing against... everything else in the world.

It's a weird game, and it's still in alpha (Early Access on Steam), but I've had a lot of fun with it so far. 14 hours in, I've yet to experience a game-breaking bug, just a few smaller ones (less than I'd expect from your typical Bethesda release). A lot of their alpha development is just the release of new features and ironing out AI behaviour.

If you're at all interested in learning more about the game, or perhaps even buying it, you can find more information here.

In the meantime- well, there's a lot to discuss about the game, so here we go.
 
Do you have any tips for someone just starting out?
Don't worry about cooking food. The game recommends that you invest in a kitchen, but at least in the current build it's not worth it- you use one unit of raw food to make one unit of cooked food. Villagers are happier with cooked food (and it instantly satiates all their hunger), but you'd need to dedicate anywhere from a third to a half of your colonists to cooking just to keep up with demand. They're unsatisfied with raw food, but they'll live. That's a theme. Get used to it.

Your first priority should be to set up two farms and start cutting down wood and stone. Personally, I go for a 10x10 block of farmland of maize manned by at least three people, and a 7x7 block of farmland of wheat manned by at least two. The wheat takes six days to get going, but is quite efficient once you do, while the maize will keep everyone alive for fucking forever. (For reference, I'm currently on day 29, and have 64 colonists. Two of those 10x10 farms has produced a truly staggering amount of excess food- I have 359 in my stockpile alone, let alone what's ready to be harvested or lying around on my fields waiting to be put in my stockpile.)

After that, your primary objective should be to get a Carpentry Workshop going. You can generally have your fifth Overseer work on this while your others toil away. Don't immediately man it, though- you'll get another Overseer soon enough, and it's more important that once the workshop is built and has a carpentry workbench inside it, you get to work building lower-class housing.

When you get new colonists, assign one of them to your militia group, then focus on filling up both farms. Only bother with work crews after you've done that. Also, I recommend that once you have your farms filled up, you work on filling out your militia- invasions of 6+ Fishmen will slaughter you if you only have two militia members.

Don't initiate hostilities until you have a full party of militia. Seriously.

You're going to need, in this order, a Carpentry workshop, then a Textiles workshop (which, FYI, needs a flax farm supporting it; two workers assigned to one will give you an endless supply for a Textiles worker, and three workers at the Flax farm should be all you ever need), then a Ceramics workshop. It's not worth it to get Ceramics first; you unlock a lot of good buildings, but it's far, far more important that you get beds up and going. You can build massive halls if you want, just don't forget to put a lot of decorations in to raise the quality level. They get really tired and upset otherwise.

When madness starts infecting people, focus on getting a Kitchen up with a brewing vat ASAP. Alcohol counters the effect of madness, and will stop cults from taking hold in your city. By this point, you're definitely going to have a good supply of wheat and maize going, so go nuts with it. Don't bother cooking food, just make alcohol.

Above all else- you're probably going to get into some failure cycles at first as you get used to the game. That's okay. Get used to it. It's all a part of the learning process. I'm on my fourth game and still learning. It's all just having fun, you know?
 
I don't own the game yet, but I have been following the development of it and I will note that the dev blog and their tags are a thing of beauty.
 
So, um. I think I got kind of... overzealous in my attempts to keep my Overseers happy.
 
Trying to play this game, but for some reason whenever a start a game the in-game textures refuse to load and all I'm left with is the control panels and blackness.

Anyone know how to fix this?
 
How important is it to build an airship mast? The description says that it delivers essential goods but I seem to be doing fine without it, are the goods just food and stuff I can make myself or is it stuff I can only get from the mast?
 
How important is it to build an airship mast? The description says that it delivers essential goods but I seem to be doing fine without it, are the goods just food and stuff I can make myself or is it stuff I can only get from the mast?
Not really important at all. It's basically just a way that you can designate where things like air packages and colonists get dropped off on arrival.
 
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