# Let's Play Tlatoani - Aztec City Builder

## Метаданные

- **Канал:** Invicta
- **YouTube:** https://www.youtube.com/watch?v=Kwd97tVpZfM
- **Дата:** 03.04.2026
- **Длительность:** 32:45
- **Просмотры:** 25,597
- **Источник:** https://ekstraktznaniy.ru/video/51958

## Описание

Tlatoani is an Aztec city builder game out now! Dive in here: https://play.paradoxarc.com/Invicta
I've had my eyes on this game since early alpha over a year ago and am happy to help usher in its full release!

Give rise to wonders of the Aztec Civilization as you build your own magnificent metropolis in this ancient city builder. From humble beginnings build, trade, manage and conquer to become Tlatoani (Emperor).

Timestamps:
00:00 Overview
02:26 Gameplay Overview
10:52 Starting from scratch
19:01 City Expansion
30:52 Late Game

#history 
#aztec

## Транскрипт

### Overview []

Today, we'll be showcasing Tlacuache. It's a Mesoamerican themed city builder and management sim with rich historical details and mechanics that lets you rise from a humble settlement to a sprawling metropolis. I actually discovered this game a year back in early access and love playing it. It's made by a small but passionate team inspired by the Impression city builder series. So, expect aesthetics similar to Caesar 3 with the mechanics of Caesar 4 and Banished mashed up together and even some grand strategy elements. Now, the game is having a full launch on April 2nd and I couldn't be happier to share it with you all. Thanks to Paradox Arc for sponsoring this video. So, from the get-go, the beautiful menu art sets the right vibe. The Mesoamericans had absolutely amazing cities with massive temples, aqueducts, universities, zoos, and much more that all too often gets overlooked. So, it's about time their civilization got a proper city builder game. To showcase Tlacuache, we're going to have a first look at the game modes, then explain the basic mechanics, and then dive into a quick play through to get a feel for things. So, from the top, you'll be starting off with the tutorial. It offers a guided experience with step-by-step instructions on the basics. Along this road of progress, you can drive the whole way yourself or jump between preset development milestones. It's a nice way to ease into the game that progressively expands out the scope of what's possible to build and manage. After this tutorial, you might want to check out the other scenarios. These switch up the game biomes, resource availability, neighboring factions, and more. For extra replayability, you can spin the wheel for a random map based on key variables you control or even choose the map editor to create something specific for your experience. With the full launch, you now also have access to a historical campaign. It traces the rise of the Mexica people who would go on to form the main leg of the Triple Alliance, which we commonly refer to today as the Aztec Empire. Part one sees you take on the role of the underdog, hobbling from place to place doing the bidding of others, like cleaning up after floods and tending to their construction needs. It's a really chill start that lets you focus on just basic tasks without the complexities of city management. Soon though, you start to stand on your own two legs. You expand a fledgling settlement, scraping by just enough to meet your needs and pay tribute to the greater powers of the region. However, these neighbors get greedy, imposing ever harsher tribute demands until you ultimately rise up to throw off their yoke. At the end of the campaign, it's now on you to wield your own strength to raise an army and set off to sack or force into submission all who stand in your way. But how does this all work? Let's now hop into one of my sessions to see.

### Gameplay Overview [2:26]

see. So, here we are with a settlement that I built. It's probably early to mid-game. And yeah, let's use this as a demonstration of the basic gameplay loop for Cwatl 1E. The first thing to see is that while the art style itself is beautiful isometric with little sprites for the characters, you can go ahead and click on individual people, all sorts of bonds, traits about them, where they work, who they are, lots of little stuff that you can pick up here. Uh but yeah, so in terms of what's going on here, obviously you can see the map, different types of biomes and vegetation. You can then check the overlays for all this stuff. So, for instance, the fertility of your terrain or what's been irrigated or not. Looking more specifically, things like beauty matter, what's the ambiance of your settlement, how is the security of it, you know, when you get into army, what's crowding look like, uh how are your diversions for these sorts of things that keep people entertained. Lots of different things you can do to really show the mechanics going on. Uh but yeah, so that's kind of the map and ways to interact with the overlays. Then in terms of construction and city building, what do you want to do? Well, the basic resources up here are going to be your food, so like maize, timber, clay, stone, and then over here are slaves in the future. You can get those from uh raids, etc. So, yeah, these are your major basic uh resources, and then gold, which you can use to uh sort of trade with your other factions and try and get more stuff. So, for instance here, if I go into the map, here is Xochimilco, that's me, but I can, you know, trade with my neighboring partners, I can spend my gold to get some of these resources, either the raw ones or the produced ones or more advanced ones, and I can have negotiated trade and all that stuff. So, a lot going on here, but that's basically your resources up here and how it interacts with gold. For instance, right now, if I thought that I was spending way too much money, what I could do is go to my trading post, and I could say, "Hey, we are done trading clay. So, let's go ahead and say no trade for clay. " Or, I could actually flip this on the other side and say, "Well, actually, we have a bunch of clay that we just built here in Lex Let's export it. " So, that is the basic stuff. But, um that's import-export. If I wanted to actually collect the natural resources, I want to tap into the surroundings. So, one thing I might want to do, for instance, would be go down to industry, and let's say I wanted to get more timber, I can go ahead and build a sawyer over here and just plop that down, and my pops will go ahead and start building that. And naturally, yep, you can see, there you go. The builders will automatically go, collect the raw materials needed to build that, they'll stage it, and then it just takes time to produce. So, that can be a sawyer. If I wanted to get more clay down here, I could have another clay pit installed, and then each of these things can be then sort of upcycled into more advanced materials. So, for instance, kilns will go ahead and take things like timber and the nearby clay, put it together, fire it, and you get pottery, and then that can be transported over to a porter yard. So, you have your basic resources that can that be gathered, then you can process them and combine them together into more advanced goods. All that stuff then needs to be moved around to your population, either to the sort of port of export or for consumption by your dwellings. In order to move stuff around, you're going to need what's called porters. So, these are porter yards that you can build. And so, if you want to have a porter yard, for instance, it's in here, so you can build a large one porter yard or a small porter stop. Essentially, what that does is it allows you to have individuals who are then going to on in an automated fashion go around and balance stuff, move them around. So, porter yards are important not just for kind of moving goods from point A to point B, but then also they are warehousing for stock warehouses for stockpiling goods. So, for instance here, this porter house is set to get timber, so you can change the behavior of these things. So, in this case, get timber because I know I want to use it for this production here, and then accept clay and pottery from nearby production. So, that's sort of the balance, you know, tap into your resources or import it, and then have porter stations to move it around between your places, and then slowly kind of tech up and get more interesting advanced goods. So, that's all about your resources and your production. Then your population that's making all this stuff happen. You have different forms of structures, so here's my farmers huts. These are going to be the ones who work the farms. So, in this case, let's say I wanted to continue this and have a mirror of what's going on. Uh let's go ahead and just put pop one down here, so I can have a farmer, and then if I want to have some goods that he produces here, I can have some maze fields that he might have to grow. Each one has like a cap of 32 plots of land and will have a mix, so we'll have him do some chili in this case, and then perhaps some fruit trees and close that off. So, that's essentially how you would get your farms going. You build these out. The pops will come in here, you'll grow it, and then you'll want to water this over time. So, that's that basic one. Uh the other type of housing you might want is your commoners housing, so that's like you're seeing up through here. Again, we'll do the same thing where we'll just pop some of these down. So, those are built and then eventually as these have their needs met, as you can see here, the home needs pottery. That's why we ended up building pottery facilities down here. So, as those get met, people will be happy, and then eventually this uh household will get upgraded over time and be able to hold more capacity, be more productive, etc. So, that's me building that stuff out. Uh in terms of what do these key people care for? Well, they care that they are in a safe neighborhood, something with entertainment, that takes care of the water, etc. So, for instance, you have different facilities that you might want to do. Uh, over here a sweeper that collects night soil, which is essentially your poop for irrigation, sentry post for security, well dippers, which I placed one here for providing water. In the future, you can actually have aqueducts. So, you're treating yourselves to your population to a lot of, um, necessities. Entertainment is another good one, something they call diversions. There's also sort of religious structures that you have to build. So, we have a temple that was constructed here. I have a school that was built here. And then eventually at the top of the social pyramid is going to be my noble's compound. So, I built this here. And then to make them even happier, I had more gardens to appear very nice and kind of stately for them. And the garden also has another purpose. Not only does it look good, but a gardener tends to those. And then of all the stuff that's in here, I have an herbalist who can collect sort of the herbs and other produce from the gardens and use that for medicine. So, it's a really vibrant ecosystem that all piles on top of itself. Eventually, you can then, uh, go all the way up to House of Eagles, House of Mice, things like that. Barracks for getting troops. You can have guys to fend off raids. You can then send those to engage in, for instance, let's say I want to go out here and have a flower war to get captives, improve my, uh, standing. There's a lot you can do. But yeah, that's basically the TLDR of how this all plays out. You can see how the economy stacks and gets really exciting. And, uh, yeah, one last thing we might do live here is going to be to plug in our farms. You can see right now I have my canals. Very important to keep on top of that. And eventually what you can actually do is, if you wanted to, you can actually build the world famous chinampas and reclaim a lot of this land in certain maps. That's going to be important. But for now, what we can do is actually witness the sort of eventual plugging in of my canals to supersize and really get this growth going. So, now finally, after many nights work, we've completed our canal system and it is now feeding all this irrigation going up here and just to get a sense of it, I can turn on the irrigation panel and there you go. The overlay shows that we are watering this up the wazoo, which means we're going to supercharge our production. So there are irrigation plus 40% yield. So that is how you do it. There's a lot more you can do in the game to actually, you know, dial up your production, min-max things. So for instance, you have royal orders sites that you can assign to particular buildings to do certain things, confirm tasks there, give them, you know, tasks to oversee the temples or the schools. You can then go ahead and sort of rally troops when you have them to send off to war. There are different sort of imperial policies that you can enact and you can take a look at all these details. There's even something that I really like, which is the idea that over time as you're trying to please the different gods to try and get boons, uh you might want to build temples, but then you can also control the calendars, the festivals, as stuff comes up here. What type of festival are you going to do? Is it small, large, grand, are you having none? So there's really a lot to do in this game, more than meets the eye and it is an awesome thing. But with that being said, we're going to go ahead and start this scenario from scratch so you can see how

### Starting from scratch [10:52]

it is done. All right, so we're going to start off here with some humble origins of just a garrison and a trading post. So the first thing you want to determine is, well, where are you going to expand? What is the direction of your civilization? Uh take a look around, just scout around. What you're looking for is probably a place to farm, place to expand your urban center and then probably where to get a lot of additional raw resources. So you can do that visually just by looking around. You can also use this information overlay to get a sense of things. One thing you might want to do is toggle on fertility. So the blue and the green is going to be best. So it looks like that's going to be the crux of it right here. You might also want to look at a deposit. So it looks like we can get good uh stone outcroppings. That'll be important to get stone. There's some here. Additionally, I see that there is like game, another thing around. So, a lot of um kind of general pointers are probably going to have me develop in this direction. So, in order to do that, uh I'll probably start with some cheap and easy roads, which will just kind of get me going uh in my cardinal directions. A lot of this game is about kind of having symmetry uh and good city planning. So, in this case, I'm just going to go ahead and do this and expand us out in uh yeah, those major directions. And while we're at it, we might as well make this uh double road and have this be sort of like our major causeways. So, that'll be it. That'll get us started and we'll go ahead and we'll let our people start building that. Uh while they're at it, what you can also do is you want to start to probably clear out some area to start to collect some resources. So, what we can do is probably just raise some of the stuff in the nearby vicinity. That'll help us get material. So, automatically, you see as I start to do these tasks, my people will go out and start to collect things. Uh so, build, lay out the road. They'll clear out this forest. If I did, I could have them clear out everything and collect the raw resources, but I don't want to do that. I'll just do like a little splattering of things that they can just clear out and then kind of bring this home as raw materials for us. Okay, next thing is going to be well, what are we going to do for construction? We're going to need houses, farms, and then we're going to need some additional infrastructure. So, to get started for our engineering, we probably want to build a mason yard, which just helps you with overall building, provides people to do upkeep and things like that. So, let's go ahead and have one of these by our main area here. And then in terms of just collecting resources, we'll probably go ahead and tap into uh probably the forest up here. So, let's go ahead and go into industry and have a sawyer up in this direction, so he'll start chopping down the trees and having both of those in conjunction will be good. And then probably in addition to that, we'll want a little porter stop, which um will be good for just collecting um materials as we go. So, we'll have a little porter yard. Um Yeah, let's go ahead and have this here nearby, and this thing can be a little pool for timber. And we'll probably end up kind of digging into this forest and having more of that. So, that'll help us uh kind of get going in that direction while our people are collecting resources and laying out the groundwork. Uh and we can fast forward a little bit, so you can see they place that material and get us underway. As they do so, they're going to be tapping into some of the resources we start off with, so it's eating into our gold bank and resources. We will be getting more resources through here because we're importing them from our neighbors. That is fine for now, but again, it's going to eat into our money and um yeah, we're going to wean us down uh from these in the future. So, yep, first one is probably going to be timber. We can take that down a notch cuz we're going to producing it internally. So, yep, reduce timber and then eventually we'll get into maize and reduce those. So, yeah, let's start getting into that next. Uh first thing is it looks like they keep complaining about housing and homelessness. So, let's go ahead and build some common people's homes. A common pattern you'll see is probably something like this, which is two homes, leave a little gap, and do a third home, leave a gap in between, and just kind of mirror that. And that'll be your sort of repeatable city block. The reason for that is we leave some gaps for some beautification projects and additional amenities and buildings. So, let's go ahead and now kind of repeat that and have that going, and we'll just kind of bolster all that. There we go. So, that'll be this, and then in terms of beautification, we can have some fruit gardens in the mix. Yada yada. Like this. And then in terms of kind of creature needs, they're going to need some more stuff. So, one of the things they will probably need is a sweeper. A sweeper is someone who kind of goes around and literally cleans up kind of the night soil, which is your poop from your houses, and then will distribute it to the fields. In this case, we can go ahead and place it here. So, it'll have access to the road. So, again, that's why you leave these kind of little notches in your facilities. And then beyond that, we will probably have a well dipper that can service the homes in this area. So, this one looks good for me. And then that is looking pretty good. And then down here, we'll start to have some farmland. So, you're going to want a mix of properties, common homes houses for people who can be sort of your middle class, and they'll become, I believe, like artisans as it gets upgraded and have their needs met. And then noble count compounds eventually are sort of the top of the social pyramid. But for now, we care more so about farmers. And let's see, what do they care here? We like timber, clay. Place a gathering building nearby. Have your porters get that. Okay. Yep. So, that's this guy, and they want him to get clay as well. Okay, cool. So, we have that. That will be all of assistance. And then let's go ahead and go with the farmers. So, the farmers will be in here. And I think what we can do is we will just um do something like probably this. Yeah, let's do that. And then uh we'll do that. And eventually, we'll be bringing in canals. So, I'm just trying to be a little cognizant of this as we build it out. There we go. So, that'll be our farmers huts. And then pairing with that is going to be our maze fields and other kind of fruiting trees. So, in this case, what we'll probably do is I like to sort of beautify this by having some kind of fruit trees on either side. And it's often good to have a mix of kind of goods that you're producing. And then we can fill the center with maze. So yeah, they're already telling me we lack variety, which understood, got it. We will go ahead and have some of that. Swap some chili in the front. And then we'll go ahead and put probably maze through the bulk of this. That looks pretty good and maybe we can go ahead and actually have uh maybe some fruit trees interspersed in the middle. So we'll go ahead and uh we'll undo a little bit this and maybe have a little cops of trees in the center. Keep it uh keep it visually interesting. Cool. And then we can afford to have a little bit of maze to round that off. All right, there you have it. So we're building our social structure. Again, we're probably going to need more farms than this, but for now this is uh enough to make me happy. Let's see to the amenities for these guys. So we're going to have a sweeper, well dipper, and eventually they're going to need more stuff like security and other diversions. But uh I'm okay with this. So I think the balance is not bad. We have our sawyer collecting goods. That means yes, we can decrease the timber imports. And potentially we could have actually another sawyer. So let's go ahead and yeah, have that our first the be one of the first things that we kind of get ourselves off of. So let's have another sawyer. I suppose he can get to chopping down this wood. And eventually when he's done, we can move that further out. All right, so let's go ahead and let our people get to work.

### City Expansion [19:01]

All right, looks like we've built out most of our stuff and mood is looking good. Saying that they have few markets. So it looks like that is one of the things that people are going to want. So, as this is going to be our urban center going on up here, we might as well invest in well, a little bit more stuff to make the people happy and get commerce popping off. So, let's go ahead and do some of that. So, for commerce and trade, we'll go over here and this is where we can build a small market or a large market. In this case, we'll start small and just save ourselves some resources. This thing could probably go here to service all of the locals. And then eventually we'll have a granary. A granary will sort of prevent foodstuffs from going bad and it can just stockpile all of our stuff. So, that is all good. And then yeah, as we're collecting more and more resources, we'll probably want an additional porter yard just to help kind of speed things up and centralize goods. So, we'll have another one of those. And yeah, that's a worthy thing and then as well, we might as well start to invest in some diversions for the people to make them happy. So, we can go ahead and maybe give them a little alcove in this area. And yeah, we'll do that. And then let's go ahead and beautify it with some fruit gardens. Like that there. Great. That'll make a nice little kind of block and then I think what I'll probably do is I'll close this thing off with a road. And eventually we'll mirror something on the other side, so that'll be nice. And potentially we could put a sort of tax collector at the top. So, why don't we go ahead and have a collector up here? This is someone who can collect taxes. Uh it's a little bit expensive right now, but I suppose why not? We'll build out our infrastructure here shortly. So, yeah, we'll start to have a tax collector. I think that's a good place for it. All right, so looking at all of this, it looks like we are starting to run into potentially some issues. So, let's go ahead and look at our advisors and you can see sort of what we're spending our money on here if we go to the treasury and tribute. So, big expenses, the balance is super negative here, but now we can increase taxes, we could probably the biggest thing to do would be to reduce the amount of imports that we have. So, let's go ahead and play with that and just yeah, start reducing our import of clay. I think maize, now that we have this local production, we can wean ourselves off of maize actually by a lot. So, that'll help with our coffers not being so negative. So, yeah, we're slowly reducing the bleeding and then eventually we're going to want to get some clay buildings and more stuff like that. But yeah, so far so good. So, I think this is not bad. So, let's go ahead and fast forward a little bit, let things even out and then we'll come back and we'll probably start doing another block of farmhouses and residential sectors. Sweet. So, I've now built out a whole second area for our farmland with some nice symmetry. I also built out some additional standard housing dwellings and yeah, it's all looking good and then we expanded down here a mason yard to help with more construction as we probably will get into kind of clay collection and kiln firing and then maybe some more construction and infrastructure down there. So, anyways, we're teeing ourselves up looking good, but then now yeah, we might want to double up and make sure that all our creature needs are being met. So, clicking on a house here, it looks like these homes have everything but they need education and they need religion. So, these are some additional upgrades that we can probably provide to our community to yeah, keep it going. So, usually the gods like things that are nice and symmetrical. So, probably right behind our tax building and down this main alleyway is probably where we want to put our major religious building. So, let's go ahead and do that. Lots of different shrines and different gods that you can do in this case, I'm going to do Huitzilopochtli just because yeah, I think that's appropriate and looks like that has good symmetry and let's pull it out a little bit there. That'll serve as some religion and Tlaloc is going to be one who's is to be more about sort of the crops and so maybe this one might warrant being uh where is a good place out in the middle of all this kind of Yeah, I guess that's kind of cool. If we have one down by the center of all this irrigation and um farmland, I suppose anywhere could work. I think this is probably good cuz I think we'll have more um yeah, irrigation and more houses here. So, probably having a nice shrine here with the good symmetry is a solid one. Cool. So, we'll have that there and then let's go ahead and make sure that it is looking nice and pretty. So, we'll have kind of some additional fruit gardens. Make sure that the look is happy. That looks good and then this one over here we'll just make sure that it's connected with some roads. And um yeah, let's surround our facilities. That'll get going there. And then yeah, so that'll make sure that uh the needs of our people are met. And then while we're at it, maybe we can go ahead and start uh interesting ourselves in some more things that people might like. So, what do we have here? Looks like there is uh various schools. Eventually, we could get like actual universities and higher ed, but for now we'll probably just keep a simple school that can go right here. That's decent symmetry. And yeah, that's not bad. Let's go ahead and put a school there. Cool. So, that'll keep our people happy and then we can go ahead and toggle on our overlays and see how things are looking. So, ambiance is not bad. This could be a little bit better, but that's pretty good. Symmetry for this one is solid. How's the mood? Most people are happy. And what about our trip times? Getting here and there is not bad. Down here starts to get a little bit worse. But overall, I would say uh yeah, nutrition's not too good there. So, yeah, our core is good, but again obviously as you extend beyond your core, you're going to have to upgrade your facilities and do that elsewhere. But so far, I would say so good. So yeah, we're going to be developing there. Uh we could probably again reduce our imports a little bit to make sure the cash flow is still strong. So let's go ahead and reduce that and maybe say, "Yeah, and I think no trade is fair at this point. We have enough maze production. " Timber could probably be switched to no import no trade. Yeah, there we go. I think we have enough timber that we'll just hold it and eventually we can um export it. Uh in this case also it looks like our sawyer, there are no nearby trees. So this is a good showcase of the relocation. I can grab this structure and probably push it out either down here or up here. So he's carving out a lot. We'll probably just move him a little bit further down in that direction. And uh yeah, that's all looking good. All right, our urban core is nicely developed. We have our shrine to Huitzilopochtli, and then we have our school up and running. So that is awesome. And then over here in the kind of rural area, Tlaloc will be developed and then eventually he'll have some accompanying structures around him. But yeah, I think this is looking like really good. And let's see, home needs access to more religion. That'll rectify itself real soon as they start using these facilities. So yeah, a really nice core and it probably means that uh just about now we can start to have noble compounds in this area. So if you were to have one, I think this is probably suitable right opposite of the facility to Tlaloc, although this may get a plaza. But uh Yeah, let's go ahead and have a noble compound that kind of sits on top of all these facilities here. I like that. I'll do that. And then some additional stuff we can do for them to make them happy would probably be more beauty and diversity. And in this case we can do a gardener. Gardeners are something that you can build that then uh they will tend to gardens, make things really pretty, so that'll help with the kind of beautification of this area. And then also you can have like herbalists and stuff get stuff from the garden. So, a lot of good synergies can start to be had here. So, with our gardens, let's get that herbalist. Probably Yeah, we'll go ahead and have the herbalist be on the backside of this property. That's kind of cool. It's like he's a Yeah, he's a dedicated to this and he'll start to do some like medicine stuff and treatment for all the folks. So, this is kind of the noble compound subsidizing all this development. And uh we can round this off and probably have a large garden behind the school that they can tend to. More of these. And yeah, let's close that whole area off. And then actually we'll probably um raise this just to keep it nice and clean and finish up our roads and just keep this all neat and organize. And pull that out. So, what you're seeing here is the natural progression of your city. You want to go slow and steady, start to build tall, and aggrandize this social pyramid. So, you can see emblematic, we start off with a lot of farms, get that food and base stuff popping. Uh and then after that we start to build out more commoners, their facilities. At the very tippy-top now are the nobles. So, our pyramid is constructed. And then now what we can do is start to round off more facilities and then get more uh interesting stuff going on when it comes to production. So, for me that probably means uh getting down here into clay, getting kilns going, being able to develop pro- uh pottery. We'll probably want a granary to start storing food goods. And then to really kind of um supersize all our farms and juice them up, we'll probably connect this irrigation all the way down here. So, yeah, let's go ahead and take our city to the next level. So, as the next part of our schemes, one thing we might want to do is uh probably produce a granary. And we can place this here. That'll allow us to have stockpiles of foodstuffs. And we'll get again kind of have this whole thing topped off with access to roads. That'll be good. And then this thing we want to make sure that it will accept all of our food that we're producing. There we go, meat, fish, etc. That is all good. So yeah, granary, market, and then down here is where we'll probably start to get our clay so that again we can wean ourselves off of these sort of expensive imports. So I think next up will be clay. So let's do that. So we're going to get some clay pits. These have to be as you can see restricted to being developed in the mud. Whole bunch of this stuff down here. So our avenue of production will probably be a string of these things here. So there you go. Probably start off with three of them. And as always build our road to connect us back to everything going on. That looks good. And then down here will be our facilities. So yeah, let's go ahead and get some kilns going. I'll be getting a couple of these right across from them. Skipping ahead, you now see that in the southwest region we have our production pumping. We have a bunch of clay pits which are obviously taking clay out of this wet muddy area and then throwing it into these kilns we can which can produce pottery. In this area I've upgraded to a porter yard which can now bring all our raw materials, store pottery, and then as that stuff all gets put together, we then can transport that to the market and redistribute to the homes. These homes as they get pottery will be considered happy and then can start upgrading themselves to the next level of household and on we go building our social structure higher and higher. So at this point I think you get the gist of the production. As you can see, things get more complicated as you start to get things like dentists or even more walls and military structures. There's a lot more to go through, but this is more than I could build in a single session. So, we're going to go ahead and jump over to a pre-built map to see what a

### Late Game [30:52]

massive city looks like. So, here's an example of a city a little bit further along in its development. As you can see, there's a lot more population just mingling about, a lot more upgrades have been done. Each of the houses now looks much more impressive. It's a large house. The infrastructure is looking greater. All the roads or at least the majority of roads are now made out of stone. Looking around at some of the architecture, really some of the monumental stuff is starting to be built out. A temple to Tlaloc. Over here, you can see some modest estates, a lot more temples in the suburbs. So, just much infrastructure and development all throughout. And one of the things that I particularly like is that they have steam baths, a lot more stuff for public hygiene that again people don't give enough credit to them as Americans for doing that, but they certainly had it. And one of the big things that they had is actually these extensive aqueduct systems. So, in this case, you can build these. You just have to find a natural spring, build a cistern, and then from there you connect the aqueduct that runs all the way back to your city. You built a sort of receiver cistern, and then from there, as long as you have these kind of stone roads connecting places, it means that there's actually piping running under here. So, if you go to your overlay and you look around for where is it? Water supply? Yep, you can see here the water piping through and then going underground to these various points. And then these structures, which used to be well dippers, have now been upgraded into basins. So, yeah, very impressive stuff. And this is only just the beginning. You know, you give it a couple more hours of play time, more experience, and you could see yourself expanding and conquering and developing upon this whole area. And even as the Mesoamericans did, you can build chinampas and reclaim all the way up until much of the lakeside and make this yours. So, I hope you guys enjoy this game. I've been getting a kick out of it. Again, over a year of early access playing it and now at full launch, I really enjoy it. So yeah, support the creators by checking out the link in the description and I will see you in the next one. Enjoy.
