It's one thing for you to start a town and build it up on your own. There is no fail state! Yet you don't ever feel bored by this inability to "lose." Instead you're always driven by reaching that next milestone - building just one more building. + Made by NINJABEE, motherfuckers! (Outpost Kaloki X, Cloning Clyde, Band of Bugs). I have to build that now!" after each building. But then completing it opens up more of the building tree, and I end up saying "ooo. Several times I think I'll stop playing when I finish the building I'm working on. + The next milestone is ALWAYS just a few minutes of play time away. Wool gets refined into cloth, and then into Silk. But little by little, the process grows and becomes more complex and rewarding. In the beginning, the economic chain is short - you use your Keflings to gather Wood and Stone, and then you use that wood and stone to build the components for your buildings. So the raw resources for these components then have to be distributed, and then you get to see each part for the building come together, one by one. So when you're building some of the later buildings, the conversation you have with yourself might be "OK, I need to construct 4 Towers from the factory, 3 Furnaces and 3 Offices from the Contractor's Office, and 2 Reading Rooms from the basic workshop. Often times different building components are built at different workshops. And each component gets built individually. ![]() ![]() Example: Building a small house is done by combining 1 bedroom + 1 hearth + 1 storage room - placing these items on the map in the right layout turns them into a house. This is because you don't just build a new building in one step - instead, each building has a RECIPE. + When you're building some of the really big, final buildings in Kingdom for Keflings, it truly FEELS like a major construction project is underway - something no other game in the genre manages to pull off. it starts out very basic, and just slowly builds on itself. Kingdom for Keflings probably has the biggest/most complex Tech Tree of any game I've ever played. It's always the resource-management/gathering, and the sense of progressing down the tech tree several steps to get at the thing I really want that I find most compelling. For whatever reason, Tech Trees in these kinds of games excite me. Or, imagine a single-player RTS with only base-building and resource gathering, and no combat. The Xbox 360 version features the possibility to import the Xbox avatar who walks around the game field as giant worker- since this obviously doesn't work on the PC there are seven pre-defined characters to choose from.WTF GAF? This game is fantastic, yet the OP only reached page 2, and no one has posted in it in over a week? Let's just run this down: ![]() Multiplayer is largely the same as the single player, the only difference is that 4 people can build their own competing kingdoms, and drop in and out at their leisure. However, this does not signal the end of the game, and you can continue to build the Kefling kingdom indefinitely. Your ultimate aim is to build a castle for your keflings, allowing them to appoint a king or queen, and therefore become a kingdom. To do this, you must collect various resources such as wood, cotton, stone and magic crystals, and use them to create buildings, some of which can turn basic resources into more complex ones. A Kingdom for Keflings allows you to take control of a settlement of Keflings and turn it into a fully fledged kingdom.
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