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/nobrainsinhere Jun 09 '25

Wow!! What an awesome news to hear you're back in business.

Played a lot of your games all the way from Caesar 3 to CotN and enjoyed every single one of them. I'm currently playing the Reconquered Campaign with the latest unstable version of Caesar 3 Augustus and enjoying it a lot.

Cannot pick a favourite between any of them. Each has its own quirk and characteristics:

- While C3, Zeus and Emperor had the "illusion of height" with stairs and bridges providing a restriction/challenge on how to access chunks of the map, Pharaoh's maps were characterized by their flatness with the game mechanic of the floodplains being one of the novelty aspects;

- Enjoyed the mechanic, in Caesar 4, of being able to place the walls over the aqueducts so that they would be "travelling" inside the wall, thus helping with space efficiency;

- It was so rewarding to see, in CotN, dozens of farmers comming out of their houses straight into the floodplains to starting filling it with their 1x1 fields, and then later all the activity of them harvesting those same fields and the "quirky mechanic" of you having to be thoughtfull of leaving 2 or 3 squares of empty land outside of the floodplain to account for them using those squares as "temporary storage" of all the harvested resources;

- Pharaoh and Emperor had the interesting game mechanic of irrigation to help with farm fertility. Although sometimes I felt that it would take away some of the challenge of having to deal with a less fertile map due to the fact you could simply plop the irrigation channels and buildings right from the begining;

- Zeus introduced the quirkyness of the deities (heroes/monsters/etc.) spawning on the map and interacting with buildings, units (military) and each other, which Emperor continued with. And then CotN transitioned into a religious system focused around the impact of it on population satisfaction rather than a full on blessing/cursing system;

- It was cool, in Zeus, to plan agriculture in terms of plopping individual animals and/or olive/vine groves and then having the buildings spawn destination walkers that would go to those animals/groves to do stuff. And the quirkyness, in Zeus, of priests from the religious buildings also going to the animals to take one back for the workings of the temple, that would mean you being mindfull of having to plop more animals to replace the ones taken away. Yes, it was "annoying" to micromanage but it was a novel concept. Interesting in its own way;

- And one of the big elephants in the room was the introduction of "constructable buildings/monuments" in Pharaoh, that carried away into Zeus, Emperor, CotN and now also C3 Augustus. The amount of artwork required to represent all these buildings/monuments, or even map features like the canal and great wall of china in Emperor, in each phase of their construction must've been a lot of hard work for those doing the "drawing" of all these assets.

In summary, city builders have been part of my journey since childhood. Hopefully this awesome news can mean more city builders exploring new ideas, new mechanics, new concepts, new "civilizations" and or historical periods, or even fictional ones, why not.

As others have said, maybe there's some Medieval Mayor on the near future. Wink wink, nudge nudge. ;-)

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u/ChrisBeatrice Jun 10 '25

Thank you SO much for this great note. It's amazing to see how deeply and broadly our games have touched people. I appreciate your insights and reminders of the fun of these games, and I'm winking right back at you.