Welcome back to another developer diary for Dragescent. Today we will finally delve into the meat of the game and start discussing its mechanics.

We will begin with the foundation of our system and that is something we call tiles. You may already be familiar with tiles from other games, but bear with us as we explain our take on them.

When a new player enters the game, he enters it as a ruler of a kingdom, we call this kingdom a governorate. Each governorate has a certain size, it’s quite small in the beginning, but it can grow substantially, either through peaceful colonization or through conquest. As the game goes on, better players will generally manage to acquire more land for their governorate. And why are we talking about this? Because land is a critical part of our tile system – all tiles are purchased with land.

Tiles themselves are divided into three categories, we have industrial tiles, village tiles and city tiles. The main difference between them is that each type of tile allows specific buildings to be constructed on them. Industrial tiles are used to extract primary resources, that are usually processed in villages and in cities you can construct the grandest buildings that usually enable new gameplay options or significantly boost the existing ones. But more on buildings in another diary. In the picture below you can see an example of a hypotetic village tile, please bear in mind, that it is still work in progress.

Price of tiles increases as you purchase more of the same type. Your second industrial tile costs more than the first industrial tile, but it has no effect on the price of your first city tile.

Tiles can be further upgraded to provide space for more buildings.

In case you rethink your strategy, you can cancel and destroy your own tiles in order to free up the land and develop it in some other way. Other players can’t destroy your tiles.

And that’s it for today’s diary, we will see you again next week.