When the needs of gameplay conflict with realism, which must win? (Spoiler alert: gameplay. And realism isn’t really realism.)
From a historical perspective, producing firearms requires a fairly sophisticated industrial base. In Clockwork Empires, pre-Beta 55, producing and using any firearms beyond the default pistols also required a fairly sophisticated industrial base. And by fairly sophisticated industrial base we mean that pre-55, the very first weapon upgrade could only be rushed by an experienced player in a minimum of an hour or two of gameplay in a mad rush toward the Metalworks. And that’s with laser-like focus and insider knowledge of mechanics. (If advanced players take this comment as an invitation to see who can rush to firearm production the quickest, then let’s do it!)
Technical Status Update: Empire Shutting Down, Whigs to Blame
Late breaking news from the Clockwork Empire, delivered by heliograph: The Empire is Shutting Down!
Yes, at the behest of the thrice-damnable Whig Party, the iron gates of the Panopticon are shuttered, the Lord Palmerstoke Institute for Structurally Interesting and Extremely Sensitive Science has turned off the fumic extractor, and the mysterious clicking noises at the Empire Times are getting louder as the Editorial Board reviews its position on the events of the day. The Prime Minister is furious – all of this over the new healthcare plan, which his political enemies decry as Novyrus-Style Medical And/Or Beard Care. False rumours abound that a stout worker cannot choose his or her barber/chirugeon any more, and that death panels have been instituted to ensure that people die by any means necessary. Big, steaming government, encumbered by needless machinery, is interfering in the relationship between a doctor, his patient, and his leeches.
Lies, we tell you! Lies!
This brings us nicely to a Technical Status Update – what’s new this month? And how are the brave folks of the Clockwork Empires handling this upheaval?
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