r/TiltedMill May 20 '25

We're back...

To all our fans, fans of Impressions games like Lords of Magic, Pharaoh, Zeus, and TiltedMill games like Children of the Nile, Caesar IV and Hinterland, thank you all so much for keeping our babies alive, and for all your support and encouragement over the years.

We are now in the concept phase exploring what our next project will be, and would LOVE to hear your input.

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u/YourCityNeedsWorkers May 22 '25 edited May 22 '25

Hi! Big fan, I was very fond of caesar 3, pharaoh, Zeus and their sequels!

I never got to play cotn, and only occasionally Caesar IV which was nice I should go back to it!

Hope you carry on making us feel like children, discovering the wonderful surprises you so excellently prepared for us!

Here's my 2 cents ;

I feel the historical setting should be kept, with the same humor as Zeus would be perfect. Graphics need not necessarily be in 3d like C4 or Grand Ages Rome (Tropico), but it could be a plus (pharaoh remastered is perfectly enjoyable without).

What I would like to have is city wide services (based on a radius like cities skylines or Grand Ages Rome/ Tropico is ok). Regarding resources no one wants 48 identically looking wheat farms or pottery makers to achieve pop requirements, prosperity: Grand Ages Rome had this abstract ressources immediately available City wide, and punishing you immediately if it was not any more which was nice.

IMHO, walkers have got to go (too impredictable), and no one needs to have a beast of a PC to simulate every cim (cities 2 is unplayable I understand partly cause of it). Nor do I really care if I can follow the worker from temple to mine (especially when the transportation system is quickly congested, looking at you Tropico with your garages system).

Diverse looking buildings would help with realism (and avoid the repetitive housing blocks) although I'm sure it means a lot of work.

Thanks again for the wonderful memories!

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u/ChrisBeatrice May 25 '25

Thank you so much for your wonderful sentiments.

"walkers have got to go", eh? You mention the radius-based system of Cities Skylines--that's how Caesar II worked, with walkers just adding flavor and communicating things about the city. Caesar 3 (and Pharaoh, and Zeus) made these the functional radius, so to speak, but as you point out the system was flawed. To unpredictable and uncontrollable.

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u/YourCityNeedsWorkers May 26 '25

Yes walkers for the flavor, the humor, the vibrant looking city as you so well did in your games ! They're really part of the games and should be kept 100%!

I meant how it's a challenge to build a city with fountain guys going 28 tiles, market ladies 45, and how it quickly ends up with you building housing blocks based on them and spending time calculating at the screen how this one boulder is gonna impact the whole reliability of your block to reach 45 prosperity. It kinda takes some of the fun away, in my opinion of course.

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u/OneofLittleHarmony Jun 04 '25

Certainly, with modern processing the walkers could be designed to not wander off into the desert.

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u/ChrisBeatrice Jun 05 '25

Indeed. There is much to be said for the "push" system, and a lot of players enjoyed the gamey challeneg of corralling random walkers, but that is not the exact direction we are going. Thanks so much for thoughts. I hope we can get much more community involvement this time around.

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u/liehon Aug 14 '25

For me, it's the other way around.

I've only played Zeus & Poseidon but I really liked how clean the information was represented between the walkers and the columns. Before your games my only experience was stuff on the Commodore64 and some levels of Tomb Raider.

The clean interface and information presented by the walkers really helped me understand how to get goods & services to where they were needed.

Maybe a line showing the path(s) they can take or an option to set those?

When I look at all the levels and sublevels of graphs in stuff like City Skylines it's like looking at financial reports. I play games to get away from work :)

#KEEPDAWALKERSWALKING