Similar games, specifically in terms of story, lore, and how it unfolds.

I loved Blue Prince, played most of it last year (finished it earlier this year). Now my partner is playing it and we want to play something similar together. I have seen many recommendations (Outer Wilds, Return of the Obra Dinn, Animal Well, ...) but many recommendations of games that I have already played which I consider and think, "that is nothing like Blue Prince!"

So if you take all the games in this thread and this one, and any others you have seen/would like to recommend, which are similar in terms of having a really big unfolding mystery that really develops into something different through the game?

For example: in Tunic, there is a bit of a mystery, but it's not that big, and it doesn't develop that much. You can basically play the entire game, get all >!fairies!<, open the big door, etc, and even >!go outside the bounds of the game!< without really caring about the story. In Blue Prince, the story is a much more important part.

In The Witness there is a big mystery, but it's >!not really developed or resolved particularly!<.

In Chants of Sennaar it's one big puzzle and I guess there's a reveal when you go to >!the top of the tower!< but I dunno, I never felt like I had my mind blown.

In The Talos Principle there is a story that you uncover through documents on the terminals, and maybe it's the most developed of these examples, but it still doesn't really tick the box for me. Maybe because it seems so disconnected with the actual puzzles, which seem very "game-y". In Blue Prince you're trying to accomplish something in the same world as the story; in Talos Principle you're not, or may as well not be.

If I were to condense my desire down, it's a moment like when you enter the >!Safehouse!< for the first time. At that moment, you realise the world you're in and the story being told is not like the one you thought it was. You realise that your mother >!was alive!<, that the political intrigue you had vague notions of was >!significant and violent!<. At that moment, for me the scope increased tenfold. I didn't get that when in Tunic I realised that >!the patterns!< in the >!manual!< were >!codes to put together!<, even though that was really cool. I didn't get it in the witness with the environmental puzzles, even though that was neat.

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u/F0sh — 10 days ago

Why isn't my granary fetching fish?

Hi there, noob here.

I have set up a granary next to my new district's market, and it's set to Stock Max fish. However, the transporters never fetch fish, unless the other granary that stocks fish is set to "accept" (I have it set to "stock maximum"). The transporters are "waiting for work".

Why is this happening? Is there a maximum distance over which things can be transported? I went all in on fish because it seems a great early game resource (you get loads, the fish seem to stay where they are better than berries, and you can easily sell it early game) but it's also naturally going to be far away from a lot of your centres.

In more detail the exact current situation is:

  • Granary A (the problem one) contains 14 fish and is set to stock max
  • Granary B (nearer to the fishers) contains 91 fish and is set to stock max
  • Spread across the three fishers' huts there are 26, 6, 18 fish respectively

For the time being I'm setting B to "accept", but surely this won't work if I have a third centre that is too far away from that granary?

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u/F0sh — 3 months ago

Looking for a fairly casual city-builder

I played Anno 1800 for a few dozen hours and enjoyed it a lot. But when I think about going back, I balk at the prospect because at the point where I am now (basically I have finished the main campaign a few hours ago) it seems like the production chains are so many, and all involve trade routes, that expanding any one of them takes hours, so my progress in the game has slowed to a crawl. There are dozens of items that I am not producing, but it seems very far out of reach.

So I think, basically, while I enjoy the concept, the level of complexity is a bit more than what is really ideal. I don't enjoy having to wait ages for ships to transit between the old and new worlds, having to manage the individual ships in my trade fleet doesn't do that much for me, and having everything on fairly small islands gets annoying. But I do love tuning production chains while this takes a reasonable amount of time compared to progression, I love the art and detail.

When I was a kid I enjoyed Settlers 3 in a similar way: it had simple combat, amazing detail (better, in a way, as you saw individual iron bars being smelted) beautiful artwork.

I have put a few hundred hours into Factorio, but have stalled at the quality hurdle in Space Age where I was trying to do something specific that doesn't really seem possible. What I like about Factorio is that as you progress, you get tools that make expanding what you've already done easier, so progression doesn't slow to a crawl. However, I don't think its approach of being able to copy-paste huge designs really works in all settings. In Factorio I have tended to set the generation settings to make things easier by increasing resource patch richness and disabling biter expansion: for me it's about progress, and repairing my turrets for the 100th time after an incursion doesn't feel like progress, nor does opening a new mining site.

So here's my list of desires, in rough priority order:

  • City builder (duh)
  • A bit simpler than Anno in terms of broadening of production chains as you progress. Long production chains are fine, as long as increasing production of something you make already to accommodate further uses of it is not too annoying.
  • Less focus on things like setting up trade routes that get in the way of analysing and working on production chains
  • The game must look beautiful and be detailed for the modern era
  • Combat is fine, but it shouldn't be too complicated, it shouldn't be too hard, and it should be possible to turn it off for a chill/introductory game
  • Ideally the game should be set in the past - medieval or ancient times are good
  • If resources deplete it must be relatively comfortable to expand and set up new production. I don't want to feel like I'm having to scramble just to stay where I am. It's the same kind of desire as with combat.
  • Harmful events (like fires & riots in Anno) need to not be too significant. Again this is part of not wanting to scramble to stay put.

If the game has detailed combat, resource depletion, and harmful events, I would likely need to be able to tweak them to make them less impactful, and be able to do so without feeling like I'm playing half the game. Factorio is a good example where I feel like there's plenty of gameplay left to enjoy, but if a game has an incredibly detailed combat system and you can only have it on or off, that may not be a decision I want to have to make.

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u/F0sh — 4 months ago
▲ 4 r/Ioniq6

Dead 12V Battery 🙃 What now?

This happened once before Christmas, too. Car is dead, 12V battery reads <3V. Internet tells me anything under 10.5V is a damaged battery - but in December we had the breakdown service out, he charged it up and said it should be OK to go and it obviously held charge for a few more months so I don't know what to believe on that front.

In the short term, I've tried "jumping" it with a small portable jump kit. This allows the car to turn on, but the jump kit will only apply current for something like 20s at a time. Clearly during this time although the car's electronics come on, it does not start charging the 12V battery from the traction battery. Eventually the jump kit discharges, at which point (just now) the battery was reading about 3.25V, but presumably will settle somewhat lower. This seems an unfeasible way of proceeding. The kit charges via USB (at 1.5A only!) so this is effectively charging the battery at 7.5W, requiring (presumably) many cycles before the battery is charged enough to keep the car on long enough to make up its mind and use its vast 800V battery to charge the small one.

We can get the breakdown service to come again and charge the battery again, but I'd like some more ideas. Would it in fact be better to just go to a parts store and pick up a replacement battery? Do I need to buy a proper battery charger anyway, regardless of what I do with this battery, in which case, should I just buy one and try it on the battery in there?

Does anyone know what logic governs the car charging the 12V battery from the main battery - in an ICE car as soon as the engine is turning under its own power, you're good, but this is clearly more complicated.

EDIT: ordered a new AGM battery. I'm still interested in knowing whether it's advised to get a battery charger or whether they make it unnecessary.

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u/F0sh — 5 months ago