A readable bird's-eye painted sky-port with four clear landmark buildings (a notice board, a market, an outpost, a shrine) around a plaza.
Painted card

Q103 · Chapter 13 · Merchant, map & city

Exploring a city

How should the player explore the city screen?

PartialNew in Edition 3

The direction

Keep city interaction functional and readable at first. Cities can be differentiated through shops, services and outposts rather than requiring deep walking simulation or highly distinct personalities immediately. Exact navigation style - clickable buildings, walking, service list or a mix - remains open.

Recorded as: Partial / first-version direction

The original question’s prompt

Clickable illustrated buildings and people, a place to walk around, a service list, or a combination? Describe the first impression.

Examples in a prompt are not decisions unless the answer chooses them.

Still to decide in this chapter

The dungeon merchant (Q97–Q100) has not been revisited since Q33’s move to power discoveries. Map hierarchy, destination previews and the city navigation style are open.

Read “Ports, markets & cargo” in the artbook

In this chapter