Patron, a survival city builder with a unique social dynamics system from Overseer Games, shared more details about the resources and production chains and their role in gameplay.
There is no lack of production chains to be found in Patron: you will have to construct several buildings and produce goods to get to the final product.
For example, you’d need a coal mine, an iron mine and toolsmith buildings to start the process of producing tools: toolsmith building uses the coal to heat up the iron so it can be molded into tools.
However, there are still some things to consider:
- All the buildings noted above require workers. This means you have to have an “attractive” town so more people will come live in it. This is your workforce. There can be no progress without them.
- And secondly, consider the fact that it takes time for resources to be delivered around the town and its various buildings. It takes “time” for the coal and the iron to be brought to the toolsmith. He cannot work without resources. This is where warehouses and depots come into play.
Patron builds upon the foundations laid out by the staples of the survival city-builder genre and enhances the experience with a large research tree and by introducing intricate social dynamics into the game and the genre in general. Happiness, the standard simple feature of all such games, in the case of Patron is a complete gameplay system in its own right.
Each individual citizen in the town has his needs, desires and issues troubling him or making him happy. Some citizens are more concerned with immigration, while others are more aggravated by tax-related issues. If the citizen’s view on the subject is in line with what the town government (YOU, the player) is doing, he’ll be happy. Works the other way around as well.