"1849: Gold Edition" combines the base game "1849" plus the "1849: Nevada Silver" and "Epilogue: After the Gold Rush" content packs.
1849 is a city management game set during the California Gold Rush. Your task is to build towns, populate them with workers, and make sure that they are housed, fed,...
"1849: Gold Edition" combines the base game "1849" plus the "1849: Nevada Silver" and "Epilogue: After the Gold Rush" content packs.
1849 is a city management game set during the California Gold Rush. Your task is to build towns, populate them with workers, and make sure that they are housed, fed, and entertained. You’ll have to manage and coordinate extensive production and trade networks to make sure your towns thrive.
1849: Nevada Silver expands on 1849’s simulation gameplay to provide more challenge on a bustling new frontier:
- Six new Nevada city scenarios, from frontier outposts to bustling boom towns, plus sandbox mode
- Train-based trading system adds a new strategic dimension
- New buildings, mines, and resources based on the industry and technology of the era
The Epilogue presents two final scenarios, taking place in the period after the gold rush, as the people of California attempted to forge a new identity in a state that went through an irreversible transformation.
"1849 is a neat city builder which works well within its theme and is quite satisfying to play if you enjoy city-builders."
- Lena LeRay, IndieGames.com
"1849 seems to be an accurate simulator in terms of its focus on 1850s city building. It's also a compelling and, at times, highly challenging strategy game."
- Chris Priestman, KillScreen Daily
A campaign mode that traces the development of the Gold Rush from mining camps to bustling cities. Each city scenario presents players with unique starting conditions, victory goals, and obstacle events.
Sandbox mode with a procedurally-generated map for your location, based on geography (from the Pacific coast to the Sierra Nevada mountains), precipitation, resource availability, and starting lot size.
Vivid old west towns with buildings lining the streets directly inspired by California’s Gold Country.
Over 50 resources that players can dig up, farm, refine or manufacture as they build complex towns and cities.
Goodies
wallpapers
avatars
System requirements
Minimum system requirements:
Recommended system requirements:
Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up.
Recommended system requirements:
Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up.
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i don't know how more difficult it will be to achieve the goals, but even as an adult i had some fun playin the first 10 levels +, bought it just for the tryin
1849 is NOT LIKE Caesar 3 or similar games- it's more like Caesar 1, or designs over 20 years old. That wouldn't be a criticism if it wasn't a brand new game. I won't repeat the many other reviews above on point about the tired format, lack of developer insights, lack of critical city management screens, manual, price and repetitiveness; but I do agree.
The main problem that may catch you unawares is starting the story campaign, getting a few missions down, and then saving halfway through a city; then doing some exploring in the game (such as the Epilogue or Silver missions) only to find that you can't rejoin your old campaign. It's gone. Wiped out. There is NO load screen/save screen. It saves only ONE copy and you have to "continue" or loose it. If the save file glitches from overwriting, you're screwed. This means that you can't reload if you have a bug, a glitch, a power outage, or an act of life interfering. I have rarely seen developers insult the intelligence of players in quite so deliberate a fashion. If I sound mortally offended.....yes I am.
Another problem is the "clickfest" you have in trying to determining the trade routes / prices. This means finding the trade screen (one to buy, one to sell) click on a route, then exit via dump to the main screen and having to go around again and again to get all of the information.
The game still has bugs: for example, 2 towns grew housing without a school.
The lack of 360 degree map rotation is an issue when you can't see behind buildings or onto hidden roads, but the old style 4-square (x90') rotation wouldn't help- a problem, long ago corrected in the field, that shouldn't have been re-committed at this late date. Building rotation doesn't affect road access, so I won't argue it.
The typos and run-on sentences need to be copy-edited by someone who actually reads English...
Bottom line, I'm not sending another penny to these guys on a new game until they fix this one. Completely. Period.
While most of the reviews focus on it being to expensive for PC I disagree, while stating the mobile release was cheaper. Most of them probably do not understand the dynamics of coding a game for PC vs coding a game for mobile devices. The games itself is fun and allows you to quickly jump in and play a mission through in 10-20 minutes. I am a programmer and I find it a nice way to take a quick break during the day. My only complaint is when putting down roads you can't drag to make a long road you have to click for each section you want built. This is not that big of a draw back as maps are not that large. The other issue is each time you place a house you have to go back up and reclick on the house icon to place another one. All in all small issues.
The points are a bit too low on this game. It´s actually pretty nice - though the price is high, and of course, the amount of fun gameplay you can have is limited.
The main problem with this game is that it becomes too easy, too fast. As soon as you start to make money, there are no real problems to tackle - and most of the city becomes a bit messy.
If there just was something more at the end of play to make it more exciting, like a few more buildings, negative effects of too many mines etc - then this game would be much more fun.
I enjoy the simple graphics and music, and I enjoy the simple gameplay. Though it is TOO simple, and to the regular price it is just too expensive.
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Last 30 daysLast 90 daysLast 6 monthsWheneverAfter releaseDuring Early Access
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