
Timeline is a turn-based strategy game where you can play through the human history from stone age to modern times. In the game you command wide range of units, make them collect resources and build buildings, towns and cities, explore the map and meet other players controlled by AI.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 26 reviews with recorded playtime.
Reviews
Just One more turn.....
i love this game, i really do its a super simple version of civ, with some of its own unique gameplay mechanics it does have a few quirks and bugs that need fixing (such as the camera not working properly with scroll) but overall i STRONGLY recommend this game for anyone who enjoys civ and might want a simplified version
How to build a city or something? I need a tutorial......
I've hesitated to try this (totally unknown, I've really found it by pure luck) game because the video doesn't really make this game attractive, but thanks to the good evaluations, and the low price, I've decided to give it a try ... and I must say I'm very pleased with this game. Yes, the graphics are outdated, but the mechanics are great and reminds of the first Civilization, when this game was still fun to play. I really like the combat system in which the battles are not solved in one turn fights but several, which allow some form of turn by turn combat strategy. In term of defaults the main I see are : - The zoom out is too limited : We should be able to watch the map from much further away to have a global view (or we should have a minimap that show the whole world and where the land we see in the main screen is on this minimap) - When you start to seriously expand your empire, it becomes difficult to differenciate your land from other players ones. It would be better if each player's 'squares' had the color of its owner instead of just having a sort of border that have the owner's color around the territory. I mean, when the territories are very distincts it's ok, but squares tend to mix (a friend often comes and takes a few squares that were available in the middle of your global territory) so after a while it's difficult to differenciate between your squares and others.
My favorite game for the last couple of weeks. The minimalism reminds me of the very first (black and white, DOS) Civ. Plays fine on Linux; no bugs in ~ 30h. I must warn of the somewhat clunky UI/UX. The base is solid, would be nice to extend it with (UX) features and better AI. Think it's the first Godot game I've played. Again, I liked what I got however it seems more like a PoC, at least by the modern standards. A good area for improvements there ...
Has depth but needs depth. I like how the tech is mixed. Keeping a balance between resources. If you play with too many AI be ready to be stomped. Real great start to a promising Civ 1 like game. If you want a 4X just a few more turns game, this will scratch that itch in an oldschool kind of way. Don't worry about the graphics the game play is fun. I recommend it for how little it costs. Well worth it. If you can get it on sale all the better.
fun
Fine time waster for people who want a very simple 4X experience. The lack of multi-turn movement makes it incredibly tedious to move units across even part of the map. It's not great balance-wise either given that going wide is incredibly overpowered as there's zero downside from just spamming camps everywhere even right next to each other (really?). But hey it's fun enough and competent enough I guess.
Feels like a simple board game, has a great aesthetic, and building an empire is satisfying as you must juggle and balance a lot of factors and resources but in a challenging not tiresome way. Some suggestions for improvement: Give each nation a unique cultural attribute that enhances their economy, war fighting, or something else. Give the AI opponents a bit more smarts. It's easy to jump past them in tech and military strength if you can stay out of their way long enough to build your engine. Tie AI decisions to resource acquisition or a simple trade route system or something. These games often make war a matter of conquest for its own sake or maintaining a balance of power rather than for a specific national aspiration. Make conquering an enemy a matter of capturing all their cities rather than killing every single unit and claiming every single piece of territory. Deliver an announcement to the player that an opponent has been conquered. The winner should absorb the loser's cultural trait/advantage.
->neutral review<- This game is actually a quite good idea and has a lot of potential BUT there are balancing problems. First I like the gameplay and the implemented style of selling and buying resources (there are many resources which is great) but there is not enough place for all of the producing buildings. And there is also some strange mechanics like the fishing boats. It costs 5 wood -> generates 1 food on a water tile but has a running cost of 1 food. WHY? The fishing boat is useless but maybe I'm just missing something. :D ...or I only had one copper mine and the AI opponent had four near his starting position and at the next game it was the other way around. But what I would see as an enrichment for the game would be a hotseat or/and a pbem option. The game is fun, but I'm too lazy to mod the game according to my needs or to balance the game.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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