ABSTRACT

The main feedback loops are set up such that workers power all buildings, but they are fickle and sensitive to what resources are available. As the town grows, more and more workers arrive looking for work, but they also demand more complex resources, and if they don’t get what they want, they vote with their feet and leave, causing workplaces to shut down. Initially, their demands are simple, just food and drink, but soon, they start demanding increasingly processed resources, such as shoes, clothes, or newspapers. The player can either try to import those processed resources at a high cost or build out resource conversion buildings and manage their logistics. Much of the fun and difficulty of the game comes from the “spinning plates” feeling, of setting up these increasingly complicated resource production and conversion chains and then maintaining them and making sure that they are all running smoothly, that workers remain happy, and that the town’s overall budget is trending in the right direction.