Dec 17, 2021
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to our weekly Devblog! Today's topic is administrative buildings introduction # 2 so let's begin! This time we're going to share some light on the Tax Collector, Court and the Vizier's Palace.

Tax Collector and taxes in general

Taxes are collected by the tax collectors. The effectiveness of the collection depends on the distance between the Tax Collector and the housing, which also means that the tax collectors should be placed strategically and in the same manner as the Fire Stations mentioned last week (building's radius is crucial).

The player sets the tax rate on the residents' income. The reference point for the acceptance level is the average rate throughout Egypt set during the game (which might change while playing). Management based on very high taxes will eventually lead to people less likely staying in your city and having very low interest in settling if at all.











Court and Vizier's Palace

It's worth emphasizing that the Court significantly reduces crimes within its range and it's one of many requirements in upper-class housing needs (from 9th level to higher). Once you plan your hazards prevention structures don't forget to leave an additional place for the Court's final location, especially if your main goal is to create a well-organized prosperous community.

Vizier's Palace offers an additional interface for easier changes regarding settings such as taxation, player's wages, citizens' wages, and the most vital - a place to store surplus bread for Pharaoh's requests and other unforeseen events. It improves greatly the aesthetics of the locations where it's placed and the kingdom's attractiveness in general. It might be used for boosting rich districts areas with wealthy and demanding citizens who often require a certain level of desirability. The Palace will also be extremely important in the post-premiere DLCs along with the additional features which will be implemented later as a part of the long-term project engaging players.









BEHIND THE SCENES

For today's Behind the Scenes, we've prepared one of the in-game entertainment buildings which we've discussed briefly in DevBlog #28. The Bandstand is not only a static, typical building. On the wooden stage, we see colorfully dressed dancers and in-game you will be able to admire their interesting and captivating dance (of course, provided that we do not prepare a short film for you in advance, if we have enough time, which, as always, we have definitely too little!).






Looking forward to your thoughts about today's introduction! Don't forget to share them with us in the comments below. We love seeing so many valuable opinions from you guys and can't wait to show you another DevBlog and new content!

Next week as a small Christmas "news" we're going to announce more details about upcoming Builders of Egypt: Prologue relaunch and Builders of Egypt: Open Beta.

Stay tuned and see you in a few days Egyptian Nomarchs and Viziers!





Dec 10, 2021
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to our weekly Devblog! Today's topic is administrative buildings introduction # 1 so let's start!

This time, we will briefly discuss the basic buildings responsible for preventing such risks as fire, collapse, and other in-game threats (animals, bandits, thieves). One of those we've already introduced in the Builders of Egypt: Prologue is the Fire Station. If you didn't see it yet, we encourage you to check it out, especially keeping in mind that we are planning to add additional content soon (including one from the Closed-Beta). Today we will show you also the Architect's Post and the Police Station.






Fire Station is one of the most crucial, if not the most important, administrative building available in the game. This particular structure doesn't need any access to water (not like for example - common wells which are required in the housing evolvement process) as it uses its own water reserve. It is highly recommended to plan wisely your city layout considering fire stations radiuses, specifically when building your settlement in a harsh desert where chances to catch fire are 50% higher than compared to buildings placed on grassy terrain. All of the services buildings need proper access to the road. You can rotate them by using the R key.







The second most important administrative building in the game, right after the Fire Station, is the Architect's Post. The more primitive the building, the greater the risk of its collapse without proper architect supervision. This includes also quarries and mines as the most at risk due to their architectural character as well as the climate and building place (usually in the sun-scorched desert next to the stone deposits). As with any other building that provides certain services - the more workers the higher efficiency and the better protection.








Time for the last building in today's overview - Police Station. Each Police Station reduces the risk of animals attacks, bandits ambush, and theft. At the moment this specific building divided in two has a neutral impact on neighborhood desirability but we're still deciding on additional tunning for some structures regarding attractiveness. The same goes for features such as the rebellion of your unhappy and highly dissatisfied with your strategic decisions people. Introducing more events connected with in-game happiness would be a great challenge for players' management skills. Officers at the Police Stations defend also your city during enemies attacks, but they are not as effective as soldiers in your mighty, well-trained army.



BEHIND THE SCENES

This week we're very happy to share with you another type of in-game temple. What do you think? Do you like the details such as hieroglyphs placed on the walls of the building and the elegant entrance?




Looking forward to your thoughts about today's introduction! Don't forget to share them with us in the comments below. We love seeing so many valuable opinions from you guys and can't wait to show you another DevBlog and new content!

Stay tuned and see you next week Egyptian Architects and Medjays!





Dec 3, 2021
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to our weekly Devblog! Today's topic is housing introduction # 2 so let's begin!

We are still considering the mechanics of the game regarding advanced houses and the automation of level changes, but due to the importance for your city of changing both the size of the building and the number of residents and the social class, the automatic change in our opinion would be too important and would have too far-reaching consequences for the stability of your empire, especially in terms of your workforce. Remember that changing each house from level 11 to level 12 will mean a huge loss of workers. Your people will change social class, and hence many of your production buildings in the event of this change - without first securing a surplus of people in your settlement - will result in significant instability. Regardless of our current approach, we are very curious about your opinion, so go ahead, we look forward to your comments!








Currently, to change the level, we have prepared a special tool that turns 4 houses 2x2 into one bigger 4x4. This manual tool will allow you to more carefully manage individual classes and manage the development in specific areas of your empire. Don't forget that if you don't meet the requirements of your inhabitants of the "rich" district, they will leave your city and the uninhabited estate will turn into ruin after a while.








BEHIND THE SCENES

Time for a small meadow farms introduction. :)

Meadow farms require access to the well for proper functioning. The closer you get, the higher the performance. What is most important is the possibility of growing vegetables and fruit without access to the Nile River, giving a certain margin of independence in relation to repeated disasters or other events related to farming and the Nile River. Worth mentioning, fruits such as figs and pomegranates can only be grown on meadow farms.




Looking forward to your thoughts about today's introduction and housing game mechanics for more complex houses. We love seeing your comments and ideas! What do you think about the presented content? Do you like new, upper-class houses and meadow farms layouts?

Stay tuned and see you next week Egyptian Governors!





Nov 26, 2021
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to our weekly Devblog! Today's topic is entertainment introduction so let's start!

With the latest Blog, we want to show you some of the entertainment buildings we've introduced in our game such as Both, Bandstand, and Pavilion, but we want to point out that this is not complete content available in the final game, so you won't be disappointed.

Both music and dance played a very important part in ancient Egyptian life, also because they served as a means of communicating with the deities - deities were praised in various songs.

Regardless of whether they were happy or sad, ancient Egyptians celebrated all of the moments in their lives by organizing numerous festivals and ceremonies in which dancing was the most important part of any type of festivities. Often dancers and musicians encouraged their guests to join them by clapping and chanting. Many archaeological discoveries show that people of Ancient Egypt enjoyed a variety of activities for entertainment, including sports, storytelling, and board games.








It's worth mentioning that there were six kinds of dancing in ancient Egypt such as street dancing, banquet dancing, religious and non-religious dancing, combat dancing, and the last, harem dances. Music was usually produced with a great number of musical instruments - the variety is just simply amazing - among others wind instruments (shepherd's pipe, double-pipe, clarinet, flute, oboe, trumpet), stringed instruments (lyres, harps, lute), and percussion instruments (drums, the sistrum, rattles, tambourines and, later, bells and cymbals).

ENTERTAINMENT BUILDINGS
  • They must be built on the road.
  • They improve the desirability of the neighborhood, the same as all kinds of decorations such as gardens or small architecture.
  • Necessary for houses' evolving process.
  • Entertainment buildings need workers that are being educated, depending on the type of building, at the Dance school, Juggling school, and Conservatory.







BEHIND THE SCENES

Last for today, Booth in-game model. Booths provide a place where your jugglers can perform.
Placing a lot of booths will help you with offering a fair amount of entertainment, but for more complex and leveled housing you will need to provide your citizens with access to Bandstands and Pavilions.

Of course, the most advanced houses will need also something extra which you'll see in the final game. :)



Looking forward to your thoughts about today's entertainment introduction! Don't forget to share them with us in the comments below. We love seeing so many valuable opinions from you guys and can't wait to show you another DevBlog!

Stay tuned and see you next week Egyptian Builders and Rulers!





Nov 19, 2021
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to our weekly Devblog! Today's topic is housing introduction so let's begin!

Please note that this particular introduction won't be the only one dealing with the same subject and there will be a lot more houses available in the game. Today we'll show you only a small glimpse of what the final game will offer as we are working on finishing the rest of them and we plan to publish in the near future another DevBlog or maybe even two of them - depending on your response - showing more advanced houses. If you're interested in seeing additional housing, please let us know in the comments below.







Houses in your settlement are essential and will improve as long as you provide your citizens with proper access to goods, services, and maintain a certain degree of attractiveness. The same goes for the lack of needed resources, health, entertainment, religion - the worst the distribution, the faster the degradation of your available, evolved housing.

How many houses will be available in the final game?
There are 18 levels in total.

So how does it all work?
Each house level in order to evolve needs a specific set of commodities and services. The larger house the higher demand for goods and desirability. 18th level is the most difficult to achieve, let alone to maintain at the same stage while managing your Egyptian empire and struggling with typical city problems. So, we start with water and basic food. Then we move on to ceramics, religion, etc.
You can easily manage which houses can evolve and which not by setting up each house to your current needs.

Any interesting facts about ancient living?
In the most primitive house, there was usually one room. Everyone slept together on a heap, leaning against animals. People did not clean up what was lying on the ground, but only trampled it regularly, and this is how the archaeological layers of interest to us were created in the ancient scenery. Moreover, no one went to the toilet behind the barn because there was no barn, so they also took care of their physiological needs in the same room which might seem quite unusual and disturbing for modern people.









BEHIND THE SCENES

A small preview of another housing level. Can't wait to see what do you think.
Don't forget to share it with us! :)



Looking forward to your thoughts about today's housing introduction! We love getting more and more feedback from you guys and can't wait to show you our next DevBlog!

Stay tuned and see you soon Egyptian Rulers!





Nov 12, 2021
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to our weekly Devblog! Today's topic is mining industry - quarries so let's start!

Continuing our mining industry introduction from the last DevBlog, we are pleased to present to you today other types of in-game mines - quarries. This time those directly related to the construction of monuments. What do you think? Do you like their appearance? Do you think they reflect the atmosphere of ancient Egypt correctly?






It's worth emphasizing that stone played a significant role in the development of ancient Egyptian culture, by allowing for the monumental structures the society is remembered for, while the metal mined provided the raw material for various goods such as tools, jewelry, and ornamentation.

As you can see in today's screenshots after the blocks are extracted from the quarry, they go through further processing to match their intended purpose. In ancient times they were cut into smaller stone blocks and polished before being transported to their destination place. In our case, the storage and then - either to the Dock for export or at the ongoing monument building site.








BEHIND THE SCENES
This week we'll show you in-game quarries raw materials such as limestone, granite, plain stone and sandstone. Any thoughts? :)









As always, looking forward to your thoughts about today's quarries introduction! Don't forget to leave your feedback in the comments below. We love seeing your opinions and can't wait to show you more content next week! Stay tuned and see you soon Egyptian builders!





Nov 4, 2021
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to our weekly Devblog! Today's topic is the mining industry - luxury goods so let's begin!
A little later than initially planned but here it is! It will be quite brief this time.

Every type of mine needs a certain number of workers to be fully operational. Due to placement (usually in the hot desert) it’s highly important to take care also of the fire station and architect supervision. Furthermore, each mine has its specific extraction area so once again, strategic planning is important as well as proper "people' management (workforce, maintenance costs, overall prosperity vs. citizens' well-being).



TURQUOISE AND COPPER MINES
Some of you have probably already seen the copper and turquoise mine in our Prologue - in the Second Mission (Sandbox mode or Campaign mode). If not, you can always check it out along with Second Mission guide and leave your opinion. We value all your feedback very much. It helps us greatly and motivates each day to work even harder.

Today you will also have the opportunity to take a closer look at the in-game stone models and the gold mine in the Behind the Scenes Section but first - few words about turquoise and copper mines. Both turquoise and copper are high-value tradable goods. Once you establish a small mining settlement your city will thrive although having such profitable mines will also put you at risk of being robbed by marauding thieves, so stay focused and secure your welfare properly before bandits strike.







GOLD MINE

Let's start with a small introduction about gold in ancient Egypt. The gold industry was one of the most fundamental Egyptian crafts and gold among others was associated with funerary rites as the most crucial practice that ensured immortality after death. Many archaeological discoveries show that ancient Egyptians' vast experience in the field of gold prospecting and quarrying, as well as its manufacture. Gold was widely believed to be the skin of gods and goddesses in the Egyptian pantheon.





BEHIND THE SCENES
Time for the most important part of today's DevBlog insight - Gold Mine and in-game stone models!
What do you think? Do you like Gold Mine design? What do you prefer? Turquoise, copper, or gold? What do you think about the details? Care to share? Can't wait to see your answers!











We are looking forward to your thoughts about today's mining industry - luxury goods introduction! Don't forget to share them with us in the comments below. We love seeing so many valuable opinions from you guys and can't wait to show you more! Stay tuned and see you soon Egyptian builders! Next DevBlog is already in progress!





Oct 23, 2021
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to our weekly Devblog! Today's topic is basic wares production so let's begin!

CLAY PIT
Clay pits placement, as any other building where you can extract certain resources/materials is restricted by specific clay extraction area. Only on these defined by nature and landscape sites, placed usually near the Nile River, you can build your clay pits, which means that your city layout and expansion should be planned according to described extraction areas. All of the mining areas for clay are marked with clay pit tooltip, so you won’t miss them. We're also working on adding mining spots to the minimap (requested by many players during Closed-Beta). Every clay pit needs 8 workers to be fully operational. Lack of workers will minimize your clay output, so remember to take care of the right amount of working people. Clay is used in bricks and pottery production.




BRICK MAKER
Every Brick Maker needs 10 workers to be fully operational. Lack of workers will minimize your bricks output. It will have as well a great, negative impact on your trade with other cities and pottery production and it can lead to unsteady bread income and further budgetary problems. Straw collected in the fields and clay gathered at the clay pits are used in bricks production. Bricks are a great export good but are cheaper than pottery.




POTTERY
Every Pottery also needs 10 workers to be fully operational. Lack of workers will also minimize your pottery output. As we mentioned in Brick Maker section chain production issues can lead to serious financial problems when your whole economy is based on trading with your partners. It’s highly recommended to establish first steady clay production covering all of the clay demand in your city before starting with pottery.




WOOD CUTTER
Let's start by saying we know that wood in Ancient Egypt wasn't a basic ware but due to game mechanics we had to apply a minor simplification. Every Wood Cutter needs 8 workers to be fully operational. Lack of workers will minimize your wood output and time required for effective wood gathering, so don't forget to check if there are enough workers assigned. Wood is one of the most important materials needed in the architectural Wonders building process and other monuments present in the game. It’s also crucial in Carpenters' Guild work. Wood can be also exported, giving you an additional source of income depending on the mission and available trading partners.




HAPPINESS FACTOR
Wares production buildings are not the most desirable structures to be placed near housing areas, so if you decide anyway to place houses within reach of described buildings you might encounter in the future frequent problems with displeased and unhappy people, which can lead over an extended period of time to mass emigrations and the collapse of your thriving economy.



BEHIND THE SCENES
This week we're going to show you a small preview of a few, selected luxury goods. We're also planning to introduce them later on along with connected, industrial buildings, what do you think? ;)







Looking forward to your thoughts about today's basic wares introduction! Don't forget to share them with us in the comments below or at our Discord. We love getting feedback from you and can't wait to show you more of our current work! Stay tuned and see you next weekend Egyptian builders!





Oct 15, 2021
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to our weekly Devblog! Today's topic is food production so let's start!

We have three basic sources of food available in the game - farming, hunting, and fishing. As for the farming part, the game offers 5 different types of Farms producing as follows wheat, lettuce, chickpeas, pomegranates, and figs. When it comes to hunting and fishing - there are two major structures - Hunter's Lodge and Fishing Wharf, so your brave Hunters hunt, supplying your settlement with fresh meat and your tireless Fishermen fish, catching as many delicious fish as possible.

GAME MECHANICS
So essentially the core mechanics are based on transporting all of the food types into Granary first and then distribute to Bazaar by Bazaars workers so your citizens can pick their food at Bazaar's location (don't forget to build as many Bazaars as needed to cover all of your available housing - you can check Bazaar radius by clicking on the Bazaar building). Every food production building has its own maintenance fee so don't forget to plan wisely all of your food chains.

Food distribution routes
Farms (various crops) / Hunter's Lodge (meat) / Fishing Wharf (fish) => Granary => Bazaar => House








FARMING
The game will notify you when it's harvest time including flood periods and sowing.
For example - the wheat farm is a double-production building producing both wheat as a food source and straw needed in bricks production. In order to have properly working building and abundant harvest, farms need to have maximum workers i.e. 10 workers. Wheat is transported to Granary by Granary workers and straw is transported to Stockpiles by Stockpile couriers. Straw, depending on the Stockpile settings can be stored at the Stockpile or picked up and transported to the nearest, working Brick Maker. As for the other types of farms - your crops will be transported directly to Granary.

FISHING
Fishing is fully automated. Fishing Wharf also requires to have maximum workers i.e. 6 workers to produce a fine output of fish. Once that's done, Granary workers will take it and transport to Granary.

HUNTING
Hunting is also completely automated. Hunter's Lodge needs 6 workers to be fully operational. Once the building is completely stocked with laborers, hunters will start their search for animals to hunt. Each hunter has its own tooltip so he can be easily found on the map.








OTHER FOOD RELATED STRUCTURES

Bazaar
Food and other goods distribution "center". Essential in many aspects of your citizens' lives such as meeting primary nutritional needs and high-standard ones, offering also basic and luxury goods distribution vastly important in providing a certain standard of living from elementary, "poor" housing to more developed and rich, beautiful villas, so in other words - the core of your people well-being.

Granary
A place where your hard-working laborers store harvested crops. Fundamental structure in Ancient Egypt and in maintaining proper food storage and distribution services.











Looking forward to your thoughts about today's food production introduction! Don't forget to share them with us in the comments below. We love getting feedback from you guys and can't wait to show you more! Stay tuned and see you next week Egyptian builders!

BEHIND THE SCENES
Time for some development insight! What do you think? ;)










Oct 7, 2021
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to our newest Devblog!

This week we're going to discuss briefly land and sea trade so let's begin!

Base mechanics for in-game trade
In order to initiate a trade first, you need to go to World Map and choose the city you want to trade with. You won't be able to trade with every city as each Mission is designed with specific tradable goods according to the mission's goals so only certain cities will be open to having with you business relationships. You can check in each city window which goods are being sold or bought by this city. After you pay for opening your new trade route the next thing that needs to be done is setting up properly import and export in the ECONOMY TAB and setting up your stockpiles check-boxes. You won't be able to sell or buy goods without choosing goods and checking IMPORT / EXPORT box. You also won't be able to trade without choosing in your dedicated stockpile EXPORT check-box for tradable resources or materials. The game will notify you how many goods were bought by the trader/ship and how many did he sold to you along with the price that has been paid for it.



How does the land trade work?
  • The land trade is significant in your settlement survival and further expansion. Don't build too big or too fast. The game is based on a slow pace so there is no need for you to build a large number of houses with water access at the beginning, it speeds up your progress giving you more citizens so more workers but at the same time it drains your budget too quickly - wells, fire stations, production buildings have their own cost as any other "service" building. Also noteworthy is the fact that each mission starts with a specific amount of your currency so your main and superior goal is to spend as little as possible before achieving steady bread income.
  • Each year trader will buy only a specific amount of goods so there is no need for you to overproduce those goods (don't forget that maintenance fees for working stockpiles are your cost and the more you build the higher cost it will generate). Plan your expenses and income wisely.
  • Don't forget to restock your goods storage in order to have the best earnings. This way trader will buy as much as he can for each year, of course within the available trade limit. He will also wait a little for your delayed delivery.





How does the sea trade work?
  • As we explained above in Base mechanics for in-game trade after you set up everything you also need to build a Dock. The dock is one of those buildings which requires a certain spot to be built and it can be placed only on a waterfront.
  • Once the ship arrives at your Dock couriers from your stockpiles will automatically transport goods checked in ECONOMY TAB as those for IMPORT and EXPORT.
  • Sea trade is crucial in the monuments building process as it offers the possibility to transport among others bought or sold, heavy materials such as limestone, granite, etc., and other valuable materials needed for Egyptian architectural Wonders.







Looking forward to your thoughts about today's introduction! Don't forget to share them with us in the comments below. It's really great and motivating to see your highly valuable opinions and support!

Stay tuned and see you next week Egyptian builders!


BEHIND THE SCENES
Something to cheer you up while waiting for our next announcement - in-game 3d models. Enjoy!









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