![]() ![]() The first few contracts of a round are always straightforward – you just cluster the buildings together to earn the coin you need. In this way, Home Wind unfolds into a surprisingly cerebral urban-planning puzzler. The fundamental tension in building placement is immediately clear, challenging you to maximise your short-term gains without compromising your long-term sustainability. At the same time, placing your town-centre will remove any resources immediately surrounding it. Although you can place your town-centre almost anywhere on an island, any subsequent building must be placed within a certain radius of it. There are several other factors you must consider while constructing your city. Other buildings, like lumber mills and mines, can actually lose money if placed too close to your main town, and are better placed around trees or mineral deposits. ![]() Houses and farms, for example, accrue revenue based upon how many other settlements lie within their proximity bubble. The money you earn from a structure is based entirely upon where you place it. From here, you are assigned a set number of “contracts” – essentially in-game turns that provide you with a handful of structures, like a couple of houses or a few farms – and tasks you with earning a certain amount of money from them. You start your settlement by plonking down the “town-centre”, resembling a fairytale castle. READ MORE: ‘Two Point Campus’ hands-on preview: this hospital follow up is a class actĪ typical round of Home Wind sees you attempting to build a townscape on a quaint, tile-based island dotted with trees and roaming tiny animals.It’s also free to download, making it cheaper than a lentil soup, as well as being devoid of the more aromatic side-effects. Like a good lentil soup, it takes a handful of basic ingredients and combines them into something pleasant and moreish. Home Wind might sound like a domestic problem brought on by the overconsumption of pulses, but it is in fact a quietly excellent casual city-builder created by solo developer Adi Zhavo. This week, Rick Lane chills out with some medieval city-planning in Home Wind. Unfinished Business is NME’s weekly column about the weird and wonderful world of Early Access games.
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