![]() However, that doesn’t mean they are just going to happily join without question. In the seemingly never-ending quest to reunite the land, much like in the earlier-referenced bygone era of prosperity, you try to recruit the support of these cities under a singular leadership council. Then there are the larger kingdoms, which not only act as a citizen feeder but potential ally. Regardless of whether they are converting clay into building materials or gathering resources back on the ground, having plenty of residents is the engine that drives the evolution of any settlement. Recruiting these people will help address the ever-expanding needs of the skytropolis, but it comes at the cost of now needing more housing and having additional mouths to feed. The smaller cities act as resident feeders for your own city. Throughout these travels, you begin to come across both small and large communities on the ground. These materials then become one of the core driving factors to travel, because once an area’s materials are depleted, it’s time to move along to a new area. ![]() These are elements to keep in mind when keeping aloft. As you might assume, it would take three to four housing units to balance out the weight of a single storage warehouse. The trick is to not as much focus on the location of a structure, but rather on the unit’s inherent weight. Additionally, if your city is off-kilter, it can impact the efficiency of the ship when traveling. If you’ve ever played a city builder, you know damn well how crucial keeping the populous happy can be. For one, if your whole town is on a tilt, that will actually upset residents. Trying to maintain balance is a key aspect of design in several ways. Put too many elements to one side of the ship and you risk tilting the entire apparatus. In many cases, this is the kind of design that should be employed when building your levitating metropolis. You normally want a city to start with a hub and spoke model where you start at the center of a town and then build outwards in layers, almost like an onion. One of the key aspects of any city design, regardless of whether you’re on the ground or in the air, is symmetry. Yet for some reason that isn’t really explained in the narrative, the Airborne Kingdom just disappeared, plunging the land-anchored factions into a period of turmoil. The result was a period of unprecedented growth and prosperity for all, united under the leadership of the magical city in the sky. This committee oversaw everything that happened on the ground and helped spread the technology and advances of all cultures amongst the populous. ![]() According to the lore, there was once a civilization that resided exclusively in the air that united all of the societies back on earth under a singular governing body. In the world of Airborne Kingdom, the laws of physics are merely a suggestion. ![]() ![]() Does it have enough wind in its proverbial sails to keep the experience aloft, or will it ultimately end up tumbling back down to reality? In enters the upcoming Airborne Kingdom from stage left, bringing the world of city building to the atmosphere. While those cities are normally representative of the narrative setting, actually using the city itself as the crux of a title hasn’t really been seen before. Cities in the sky have long been a trope of both fantasy and science fiction literature, having only made the jump to games in the last fifteen years or so. ![]()
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