Bad mechanics explanation
I should admit, I decided to cheat a little bit right here. In our game we don’t have any explanation of game mechanics (except for first levels), so I wrote this post about basic mechanics and types of buildings.
The GoalThe game takes place on a tile-based map. To win you simply need to occupy all tiles on the map. To occupy a tile you have to create a building on top of it. Spend your time, money, and population on it.
The glowing circle on this gif highlights number of tiles occupied by you and tiles total.
One of the main game mechanics is the population control. With decreasing population of building you have to carefully replenish it while also not spend all of your population reserves. But beware, if there’s no pop left in any slot of a building that building will be destroyed (and will damage pops in neighbouring buildings).
Buildings Housing
Periodically spawns one pop straight to reserve. Even if there’s only one pop in the housing.
Factory
Generates gold. Does not spend your gold on maintenance.
Converts pops to science points. In the name of progress. Pro-tip: You don’t need to build too much Campuses because we had time only to create 10 techs. (sad)
Altar’s so powerful it could influence population in neighbouring tiles to create new pops. Ironic. It could save other buildings from destruction, but not itself.
That's the end of my shameless cheating (and promotion).
I think here must be yet another link to the game, so here it is: Memory:Leak.