at the dawn of humanity

In The Hundred Year Kingdom , one embodies an indefinite entity, accompanied by a goddess that can create places from resources.
The game starts a little steep while we have with us the very first goddess named Arianrhod. These goddesses are five and the four missing four departes are released quickly after a few parts.

We arrive on a checkerboard of 6 * 6 boxes and Arianrhod tells us that we can build something on the only box with grass. Some succinct explanations make it possible to quickly understand the concept of the game.
The goal is to develop structures on these boxes knowing that some of them guide what can be done on while others are totally virgin and allow you to put what we want.

the resources of the nerve of the non-existent war

To develop a box, there are three resources:
– Food
\ – Production
– Culture

The first two resources regularly increase basic thanks to the goddess accompanying you and with buildings built while the third necessarily requires constructions. Note that the goddess gives from time to time some resources, variable according to our companion.
From a meadow, we can evolve to two choices with a different cost and a different resource creation. The two developments themselves have two evolutions, costing and producing more and so on to the final evolutions that are famous buildings.
The population also thanks you with resources when creating some specific buildings.

These famous buildings have a little different operation from the rest because they do not create a resource by themselves, but by the land of a certain type that we have. For example, the Palace of Versailles produces 30 food units by vineyard that we own.
In order to optimize its creation of resources, so we are encouraged to multiply the buildings of the same type so that the adequate famous building produces as much as possible.

The Hundred Year Kingdom Review

The three resources work exactly on the same principle and very quickly the parties are similar: since there is only 36 boxes, but especially that 100 game turns (the hundred years of the title) and that the slightest Action costs a turn, the room for maneuver is extremely reduced.

the endless century

This repetitiveness is all the stronger than any external event hinders our progress. No war, revolt or natural disaster. Everything happens exactly as the player decides.

The variety is to look at only two levels:
– the goddesses which, beyond bringing somewhat different resources, give the default access to a specific famous building and then others up the level of the goddess
– the worlds (to be unblocked) which can have different starting boxes ranging from the totally blank card to one with deserts supposed to be annoying for development, unfortunately the 100 laps are so binding in terms of timing than having boxes. difficultly exploitable does not pose a real problem as we can not increase anyway everywhere

After several parts I wondered what the purpose of the game is and I think I have found: it’s a scoring game. At the end of the hundred years, we are noted on accumulated resources and buildings created. And of course, the more accompanying goddess and his special buildings are mounted, the more we can create things fast and therefore increase the final score.
The problem is that the progression is of a hallucinating slowness: from the first part, I got Note B to food and production and C in culture.
With a goddess level five and two special buildings (which already represents several hours of play), I actually generate more resources, but no more b in the three domains.
And Levelling quickly becomes very long, then making score enhancements even rarely as we repeat again and always the same gestures.

So, maybe I did not understand how to play the game? It must be said that it does not help us: there is not even a development tree. We may not know which building leads to one that we want to create otherwise than by practice and memorization.

It’s a shame because there is still a motivation to move forward via the progression with a rogue-lite side. Note that the developers follow their product, because some reproaches that I could have have no longer have been news like the slowness of the game that has been set by an option to accelerate it. Her goddesses with manga style getting married pretty well with the pixel art places also give some stamp to the game. But in the state, I do not find one can the advisor, except for scoring farmers who will be able to find a long-term interest. Testé by armagnis on Switch with a version provided by the publisher