A decent tutorial of text-only dialogue boxes walks you through starting your fledging city and through getting the production chain up and running. You begin by placing a wood loggers camp to supply wood for building.
As you meet the requirements and resources for each building area, the game will constantly give you new buildings to place. So very soon, before your eyes, what started as a tiny village with a few roads, soon grows into a modern city. There are also various policies to set for your city; each has advantages and disadvantages.
The standout feature of the Archipelago is its reliance on Stilt Houses to generate Food. Stilt Houses become available once your city reaches a population of 1300, and can be built on any water tile that touches at least one land tile. Each house produces no Work of any sort, but makes a disproportionately large amount of Food.
When choosing which island to start your city, consider how many other islands will be accessible via Ferry. Place your Ferries to ensure that you can build on as much dry ground as possible while you're waiting for Advanced Ferries to unlock.
Doubling up and having industrial buildings share Warehouses is essential. Your industrial districts will need to be densely built, and you won't have a lot of room for miner housing compared to other biomes. Expect to need at least two Heavy Coal Plants, since Watermills are not available and there isn't sufficient space to generate lots of renewable energy. Eventually, you'll need to make the shift to nuclear power supported by Biomass Stockpiles to keep the lights on across your city.
Tourism is a trait unique to the Archipelago, created by beaches, promenades, and other seaside attractions. Once you've built up sufficient Tourism across your city, you can build a Marina, a coastal building that upgrades Modern housing into Touristic Seaside Neighborhoods. This unique housing type sports an excellent Happiness of fourteen, and generates Night Life for the nearby area.
One visual aspect that can be a lot of fun while not having any real impact on gameplay is the ability to explore your entire city in first person. At any point you are free to switch to a pedestrian POV. This allows you to view the buildings much more closely and really get a feel for all of their unique details. Doing so has no impact or influence over gameplay, but it is a nice touch for examining how your city changes over time.
Urbek City Builder is a city building game developed by Estudios Kremlinois and published by RockGame S.A.. The game received its 1.0 release on Steam for Windows on 13 July 2022. Before that, it had a free prologue/demo.
Urbek City Builder: Prologue is a free city building game where you can build your own neighbourhoods: from nightlife district to industrial district. Don't exhaust your natural resources before you have an educated population to build more efficient structures. Try it yourself for free!
Urbek is a city building game where you can build your own neighbourhoods: from nightlife district to industrial district. Don't exhaust your natural resources before you have an educated population to build more efficient structures. In Urbek, you will be able to build a city of your own design! Manage its natural resources, improve the quality of life of the population, and build its neighbourhoods in your own way.
Breathe life into your city by building different neighbourhoods. Do you want a bohemian neighbourhood Build bars, parks and libraries, but keep a low population density nearby. Do you want a bourgeois neighbourhood You need parks and luxury shops.
The growth of your city will be organic. Some constructions will appear according to the surrounding conditions. For example, buildings with more than two floors will appear in densely populated areas and with basic services.
In Urbek, you will be able to build a city of your own design! Manage its natural resources, improve the quality of life of the population, and build its neighbourhoods in your own way.
When it comes to designing your city, you have a variety of viable options. There are no buildings that are superior to others. Every decision will have its pros and cons. Bourgeois houses consume more food and need resources that cost more to produce, but will improve the quality of life of the residents there. On the other hand, improving the productivity of industries will produce more resources, but will diminish the quality of life for residents living in the area. 781b155fdc