On the resource end of things, Clockwork Empires is largely a game about production – What resources can you get? How many? How quickly? Progression through the game is largely governed by a flat rate of what modules you can afford to build. Our module design, however, centers around an increasing economy of scale – this calls for the player to be using commodities constantly, not merely when they want to build something new.

A long while back, as a sort of nod to this philosophy we implemented a repair system where modules break after a certain amount of uses and must be repaired. This wasn’t ever made a focus, however – it had no real dedicated UI and what items were necessary to repair modules was not explained. However, as economy balance begins to come more into focus we decided it was time to revisit the repair/breakage system. So, coming in the next experimental: Upkeep!

Buildings will require weekly upkeep in order to keep functioning. Each module has an upkeep type and cost associated with it, and these add together to create a Building Upkeep that must be paid weekly. (Note that all figures here are subject to change as we get feedback on this feature). How do you pay this upkeep? Must you keep tons of spare building materials laying around? No! Instead you will use… Repair Trunks:

Repair trunks are crafted similarly to Bric-a-brac, in that they can be made from various source materials depending on what you have available. They come in four categories of increasing expense, with the highest category saved for high-end modules like the Power Saw or Steam Oven. This material versatility should allow players of any biome to keep their modules up and running while imposing a continuing production requirement that will keep your carpentry, ceramics, et al workshops busy over the long term.

Upkeep required will be displayed in each workshop, as a total of the upkeep of all modules within (Currently this UI is being worked on). When the time comes, workers in that building will automatically perform repairs as necessary using the required repair trunks – failing to meet the weekly upkeep for a building, on the other hand, will result in the workshop shutting down! You may ask yourself: ‘Won’t this make it harder for me to keep my huge colony running?’ Yes! You’ll have to worry about supply lines, maintaining resources, and not overbuilding – GAMEPLAY! These numbers are all still to be tuned, and I have some plans in mind as regards module and building construction costs, as well as military upkeep but we’ll talk about those later.

For now; Be vigilant! Maintain your modules! Your colony may yet survive to see another day.