Freeplay version: https://scratch.mit.edu/projects/378177206 -------------INSTRUCTIONS: PLEASE READ!!------------- Welcome to Colonists of Natak! You, a brave explorer and adventurer, found a beautiful section of unclaimed land in your wanderings. You gather some willing settlers and bring with you some food, a few wagonloads of raw materials, a box of basic tools, only a few of the luxuries of home, and some cash so you can trade with travelling merchants. You will need to act wisely in developing your settlement, making the most of what you have, and changing the land around you to suit your needs. Do you have what it takes to found a thriving new city, or will your fellow settlers starve to death and be scared off by the unknown? Good luck! This is a resource management game, and the above paragraph pretty well describes the goal. The opening page shows you 1 of 17 possible objectives; this is your goal for this game. Select a game speed (this can be altered in-game) and press Space. The small clock keeps track of time. Every time the hand reaches the 12:00 position, you gain/lose resources. Click the clock to pause/unpause it. You can strategize as long as you want while it's paused, but you won't gain any resources either. Click the > arrow to speed the clock up, click the < arrow to slow it down. There are 3 speed settings. (If the clock mysteriously slows down when you open one of the shops, it because the computer has to display a whole bunch of clones and can't run the clock as fast. Sorry.) It may be worth pausing the clock while you're planning ahead, because you get a higher score the faster you finish the game. The longer you take to win, the worse you final score is. The [Shop] button pulls up the list of improvements you can build. Hover over a building with the mouse and the name, price, and production appear in the bottom left corner of the screen. Click the red X to exit. The [Terraform] button allows you to clear/plant woods and drain/build lakes. You will always lose resources when terraforming, so this should only be used to make more space when all the available land has been used. The [Resource Management] button allows you to convert your other resources into Money and vice versa. Like with terraforming, you will always get ripped off. You can only sell items for 1/2 their value and must buy them for x2 their value. After selecting an improvement, simply click on the tile where you would like it to go. You can't build structures on forests/lakes (except the Sawmill and Fishery). Most things can only go on plains tiles, so you may eventually need to clear land for your buildings. Every turn, your town will produce 1 Food. Every improvement you add uses 1 Food each turn (except the Field, Pasture, Orchard, and Fishery; they produce food). There is a maximum to how much Food you can store (it starts at 100). Increase your Max Food by building Storehouses. The Storehouse is the only improvement that doesn't give you a bonus every turn; you build it and get a one-time bonus. Later, if you demolish your Storehouse, you Max Food will go down accordingly. In the Shop, you can also remove improvements, but this doesn't give you anything and should only be used when every tile is taken up by improvements. It's probably a better option to terraform instead if you can. Depending on the objective you get at the start of the game, your final score bonus from completing that objective may vary. Certain goals give you more points than others, but I tried to balance it so the harder objectives give you more, and the easier ones, less. You only receive this bonus (which can range from an extra 70 points to 2,000) if you actually win the objective. You get bonus points for extra resources you have at the end of the game. Press M to mute the music. Press it again to turn it on. If at any time you forget what your objective is, press and hold the O key to pull it up. Let go and it disappears. Magic! At this point in development, the only way you can lose is if your food falls below zero. I want to add more/likelier ways to lose, but I don't know how to implement that. If you've got ideas about ways for players to lose, please comment and let me know! This is still in the late Beta phase. I haven't playtested this extensively, so there may still be a few bugs and balance issues with certain objectives being too easy/hard. PLEASE, tell me your thoughts/opinions and let me know of any bugs in as much detail as possible so I can improve it. Thanks! Music from "The Elder Scrolls V: Skyrim." Credit to Jeremy Soule. Concept, 99% of art, and programming by yours truly.