Since you added Boulevard, junction between road and bus lane glitch.
They appears as half road / half lane and vehicles glide on them.

Currently cars, outside of congestion, are perfect transport in the game. They directly go from the house to the destination, without any delay.
On the other hand, public transports make people have to walk to the stop, to wait for transport, to have a pause at each stops, then to walk to the destination, making the ride longer.
So you could add a way to handicap cars (accident, refill at gas station, adding twice many cars from the start, parking lots, maintenance costs for resident, less roads available for the player, etc.) or a way to buff public transport (more people transported, faster movement, etc.).
In my opinion, the better way would be to generate congestion organically way faster, so the need to have less cars in streets will came at the same time the game gives you the first buses.
The game seems to have a strange balancing.
It gives you many buses, trams and other tools, but if you uses them and make a full coverage of your city with public transportation, you'll lose around day 18.
But if you do absolutely nothing except simple roads until day 18 then do a metro line, and from that only do a second metro line, a third, then only at that time begin to do trams and buses, you'll go around day 25.

So the current balancing rewards not using the tools the game gives you.
Best strategy seems to keep around a 50/50 ratio of cars and public transports as long as you can.
On an additional note, I believe lines names will be better as B1, B2, B3 for buses, T1, T2, T3 for trams and M1, M2, M3, for metro, instead of just letters that mix between different transportation modes.
Just hover them, you'll see their scoring condition. They all score 2 points for each room of a specific type adjacent to them.
The things that seems to make the game longer is town defence.
As soon as someone has a wall technology, adding 10 defence that come back every turn, you cannot exploit the Catapults to inflict massive damages in the early game that easily or just focus on putting a lot of unit to have an edge and doing a lot of small damages.
Also, those damages in early game stay and never recover. So if you deploy one or two Catapults at the start, you can crippled the enemy with 15 to 25 damage that will matter a lot in later stages as Health never goes up.
My current conquest best score is 17.
Around 90% of my wins occur at Age of Bronze, the rest at Age of Iron.
There seems to be a bug when the Maori Warrior attacks the Cataphract, making the Maori Warrior reducing is melee attack by one permanently.
I saw the game in the Festival Medieval on Steam, hope it will be see by more people :)


This one is just for the fun of experimenting (as I played hundreds of games already :D ) but you can mess a bit with the central UI for turn, speed and victory message, if you buy enough technologies.
Also at some point the opponent ai seems to give up on improving its army.
I wish you the best until the next update and thank you for the game!
Campaign mode could be a succession of islands or regions, each one would be the current game, ending with the enemy defeat. After you win, you go to an other island and grow your army from the start again, caused you create a new outpost.
Not all the troops, troop evolutions and technologies would be available upfront, they would be unlocked progressively after your victories on each island or region. This could serve as an in-game tutorial with progressive difficulty and rewards for players, as they unlock new contents leading to new strategies.
You could even maybe make some choices, like do you good to the desert biome or the jungle biome for your next destination? Each one having different focus for the enemies strategies or advantages, and unlock different troops and technologies.
That also would be an opportunity to make different battle backgrounds based on the biome and to see a map you conquest, one after an other island or region.
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Concerning the UI, my use case is that I would benefit for assessing the current board state at a glance.
For instance, knowing clearly with strong visual cues:
Some QoL improvements, I think could help:
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On a side note, there's seems to be a bug when a Scythed Chariot inflict is bonus 1 damage to a Maori Warrior, making the Scythed Chariot losing 1 piercing attack, even if Maori Warrior power should only affect melee troop.
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Finally, if you want to discuss more about the UI of the cards, I could develop my thoughts, which are coming from my experience in the boardgaming and cardgaming space.
Really good design, I hope you will flesh it out with more content. The thematic tie is strong too.
Do you plan to add things to make it a whole game? With for instance, a campaign mode with a map of the realm to conquer or an encyclopedia with all the units discovered.
UI could be improved I believe, for instance by adding icons to specify the troop type on the card and clarify the damage type and life points better than just colours.
Also, the Elephant Archer description could be explained a bit more too, to make it clear that the troop just before it that benefit from its power.
Overall a promising game!
The concept is good.
The game become more interesting as you specialized in one of the 3 skill paths.
I hope to see more in your future updates :)
Some QoL suggestions :
That's a good start for a more fleshed out game! Nice job for a 2 weeks jam.
After many runs, some potential QoL improvements that come to my mind:
- Having the option to clear the board, putting all the tiles back into the inventory
- Right-clicking on a tile on the board to put it into the inventory
Focusing on heal or/and armour seems currently the easiest way to win.

The game is cool! It feels a bit like a puzzle instead of just only a deckbuilder right now, which is good in my opinion.
I hope you will add to it, as it's a good start :)
Some feedbacks:
- The first round is always strategically the same, with a reward of 6 ore.
- The mineshaft seams too strong, as it gives 10 ores and score for 1 energy, where even a big chuck of ore have a 5 for 1 ratio.
- Some cards are basically free to play while in your hand, like the helmet, the smeltery or the fruit bat, but maybe it's on purpose. They take an hand slots and cost 1 energy, but make you draw 1 and gain 2 energy, so you're in the same situation after playing them than before. They are just no brainier to get.
- And so, if you focus on those cards, the game become easy to beat.
Some ideas:
- Having various starter deck. Usually, deckbuilder have basic cards and one or two more specific.
- Adding trade-off for cards. For instance, reduce the cost of one resource card but increase the cost of an other. Or draw 3 cards then discard 2. Or increase a resource card value but increase is cost too. That way, the choice made will be more meaningful.
Glad you asked :)
So, I was thinking of:
Thank you ! That was fast ;)
So I beat my previous score with 1990 now.

Currently, the best strategy seems to make a line of factories surrounded by shops. Factories are the only building (with the cafe I guess) that don't suffer penalties for being crowded, and they are the one with the greater bonus, as they give +3 points to each shop around. Placing a Factory double tile easily give me 100+ points, and the maximum I could achieve with one placement was 349 point.
The game is very interesting. I believe it needs some quality of life improvements (how's scoring happens, movement on the board, etc.) and some more content to expand the experience. But anyway, congrats!
My best score so far is 1976.
But I believe it made the game crashes when I finished the level 10, as the progression bar gone wild :D