A survival RPG that makes doing chores for everyone else fun.
After finishing the fourth building in my small town, I realized that I needed to go hunting to get more food for the few inhabitants who lived there. After all, it's my job to take care of them.
This means not only building shelters and toilets, but also looking for bison and deer for meat. I'm pretty confident when I go out, but I die until the boar bites my ankle.
This moment helped me to give the necessary respect to the medieval world. Because it's tame and most looks like an RPG, but it still has the heart of a survival game. This means that if you don't pay him proper attention, he is very much wanting to kill you where you are standing. Progress means learning to balance the soft and hard aspects of the game.
Things can get a little strange where they meet. Just use it to get different skill set levels. In theory, they encourage you to enter the world and test the skills you want to acquire. In fact, you get a lot of wooden spoons.
Do you remember a similar system in Skyrim? Where did you hone your smithing skills by packing a ridiculous amount of daggers in your suitcase? Please try to imagine. But instead of using a magic sword, I just want to make a shovel. Instead of forging a dagger, cut a spoon from the stick. On the other hand, I was really excited when I got the shovel. Now you can dig a stump after cutting down a tree! And selling all the silverware also helped fund my progress.
Trade off
As you can see, in addition to trying to create new ones and increase the passive benefits, you also have to spend money to unlock the new blueprint. I'm not sure who you pay for because you can make it in your menu, but that's how it works. You can also spend money at retail stores in each town to buy things you don't want to make or can't buy yet, such as food and new equipment. Mechanically, this is a fairly standard survival game, but additional knowledge of RPG advances can help keep things attractive.
The most important thing that sets it apart from many other survival games is how well you can manage your small community, not just your life. It is called the Middle Ages for some reason. You start your own small town and keep making it from a single house full of people with different jobs who need to nourish, moisten and keep you warm to a vibrant rural metropolis is needed. Everyone you hire has their own abilities, ages, tastes, and if you learn about it and it fits the right job, the town will be happier and more productive. ..
Assigning a job means that it can also be useful for collecting resources, etc., but you are the principal. I think this is what makes me feel like a manager. At the very least, what if you had to not only allocate work and board the boat, but also provide employees with ingredients to cosy cook dinner and firewood? The house you built. With his own hands and a hammer.
Over time, new threats will emerge. Combat is not really the main focus of the Middle Ages, but it is. Different weapons have different attack ranges and uses. For example, a knife can be used to cut through an enemy as long as it has endurance, and a spear can be used to repel an enemy, but it is much more convenient to be far away. Most of the time, when you go hunting, you fight nature, but occasionally you are attacked by a small group of stray bandits. It's not a threat, but your villagers don't like fighting so much that you have to go out and meet them before they do too much damage. Otherwise your little paradise will suffer.
Pacemaker
The medieval dynasty has some very widespread trouble slides where you can do things, such as completely removing the temperature or significantly increasing or decreasing the amount of food people need. If people always want to live in a kind world, or if they want to make the season as long or short as they like, they can stop the bandit's attack. This is a surprisingly accessible approach. The basic system, such as the time it takes to build a building, is the same, but many things can be removed and modified, making it a very difficult game that is always time-consuming. An informal relaxation session that resembles a slightly brave Animal Crossing.
Things will be a little more cruel, but the medieval dynasty feels it was designed as Second Life rather than fantasy. This is a story, not bad, but it is designed to guide the medieval dynasty, rather than presenting a world-changing story. This means trying to keep everyone happy and safe, rather than killing foxes or visiting other worlds. It's very relaxing.
What I can't really relax is the fact that games don't always work well for learning things, and there's a lot to learn here. You often need to look at the game's Knowledge tab to see what you need to do. If you are also trying to create a new tool, the information may be in a strange place. However, once you take the time, it becomes a little inconvenient.
The medieval dynasty isn't necessarily the most exciting game out there, but it's heart-warming. It's like you can do in an hour or so night, and you can see your progress in the form of new buildings, or new members of your own town. Or you can visit immediately and waste four hours, then come out of the trance and feel warm and vague.



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