Homes are important, but you will also need an academy for research, storage warehouses for raw materials, processing buildings that turn raw materials into usable ones, and so on. You place paths which are required and act as your foundation, and then buildings are placed on the sides of the paths. Of course, the key difference is that you're floating high in the air, but this ends up being largely a non-factor. You don't control any people directly, but rather you can place structures on a flat plane and they will get built. ![]() And we don't even learn what happened to the previous skyports.Īs mentioned, you are put in charge of a floating town center, a basic starting point not unlike other games in the city building genre. The game offers no real details about why these cities lost their connections without you – the terrain looks entirely flat and passable, and the cities are often within visible distance of each other, offering no valid reason for the requirement of air travel. You will then set out to fix this problem, and then build a skyport, which is all that it takes to have the city re-join the domain. As you visit each of the twelve cities, you will read one or two brief text boxes about the local people and their problem. The narrative elements are rather slim and unconvincing. To do so, you will have to visit each city and help them, as well as reach a certain population in your own Kingdom. ![]() You are put in charge of a newly built floating town center, which hovers high above the land in the clouds, and set out to rebuild the Airborne Kingdom and re-unite the lands. However, that kingdom disappeared, and soon the culture and connection between the remaining land kingdoms was lost. We learn that long ago, the land was united and the 13th Airborne Kingdom allowed all to live in harmony and prosper. Players are introduced to the world called The Barrens, which consists of three regions and 12 different kingdoms – in reality though, they are just abstract cities that dot the landscape.
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