All posts tagged with "clockwork empires: middle management simulator"

Clockwork Empires 1.0 launched!

Clockwork Empires version 1.0 has emerged, glistening, from its development-spore and launched on Steam! We are out of Early Access and into the wild frontier that calls for Colonial Bureaucrats to manage bustling colonies and chop down all the trees and maybe start a cult maybe for Progress and Civilization! You can purchase Clockwork Empires through Steam or the Humble Store (which provides a Steam key*) for a 10% discount for the next week!

* We will be setting up non-Steam distribution of Clockwork Empires via the Humble Store and possibly other online distributors in the near future. 

The Development Progress Report has been updated with a full annotated changelog for version 55A to version 1.0. We’ll put the full changelog at the end of this post for those interested in seeing what the last month month of Early Access has brought to the game.

This is not, of course, the end of work on Clockwork Empires: We shall be continuing support for game stability and bugfixes, and we have a list of additional content and some small features we’d like to add post-release.

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New Methods For Extracting Surplus Value From The Labouring Classes

Salutations scientific Colleagues & curious Dabblers!

Welcome to another edition of The Gaslamp Games Games Development Weekly Heliograph Circulation. Today we discuss the manner in which the Middle Class is employed to oversee the labours of the Labouring Class by means of organization through the newest methods of Scientific Management.

We shall demonstrate this week’s study in the field. First, a sampling of tools has been laid in careful rows on the ground. Each tool is associated with certain Jobs, as documented by our associates of the Royal Society of The Clockwork Empire for Improving Natural Knowledge, Misters Vining & Whitman (which you may recall have recently described various phenomena including studies on Plebeian Collision Avoidance In The Common Mob & an investigation into so-called “Animal Jobs”).

So, proceeding: tools at-hand, the Colonial Bureaucrat must initiate action by stamping a properly filled work order which designates a site on the landscape. This task can range from “Chop Trees” to “Flatten Land” to “Find Nature” (wherever it’s hiding). This order is then directed to a work party overseer (who is implicitly of the Middle Class and therefore of correct Station to command a group of Lower Class labourers). The work party overseer’s squad collects tools fit to their assigned task while the overseer heads directly to the work site.

In the heliotype below we see a work crew gathering axes for their “Chop Trees” task:

getting_axes

A feller needs a chopper that’ll hack it. (Meanwhile, the only tool the Overseer needs is Management Skills.)

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