Skip to content
AshvardenCity builders, reviewed by planners

MapPlanning sheetsHow we review city builders

How we review city builders

How we build in each game before we score it, what approval weighs and where shifts, stopping points and comfort notes come from.

Project
Ashvarden
Sheet
03 of 07
Sections
10
Reading
About 2 min
Revised
November 2026

01Which games we cover

City builders, colony sims and settlement games that players in the UK can start today on a mainstream computer or console: from calm sandboxes to survival builders with storms, frost and hunger. We favour games you buy once, and we list every expansion and pack plainly.

02How we play them

Across many evenings: a first settlement on the default settings, then a second run with harder rules, a scenario or the sandbox. We try multiplayer where a game has it, read every store page and expansion, set up the family controls, test the difficulty and accessibility options and time ordinary sessions before we write a word.

03What a score weighs

  • Building: how satisfying it is to plan, place and watch a settlement grow.
  • Systems: economy, logistics and challenge that reward thought without drowning you.
  • Interface: menus, information, controls, difficulty options and accessibility.
  • Stopping: pause, saves, sensible shifts and how hard the game pulls you back.

04Approval and tiers

One editorial score out of five, in tenths, shown as an approval meter of five segments: whole points fill whole segments and the last fills by the fraction. The score also sets a tier:

  • Metropolis (from 4.6): One of the finest builders we have played: worth weeks of evenings.
  • City (from 4.4): Excellent, with a flaw or two the district report names plainly.
  • Town (from 4.0): Very good for the right planner; the report says who that is.
  • Village (below 4.0): Uneven, but worth settling if its idea appeals.

05Pace

Pace describes how a game feels to play, never how good it is:

  • Sandbox: peaceful building at your own speed, with little that can go wrong.
  • Planner: logistics, production chains and long-term planning.
  • Pressure: storms, shortages or deadlines that push back hard.

06Shift and shift’s end

A shift is the typical session we timed, from loading a save to a sensible place to stop. The shift’s end is that place: the end of a season, a year, a cycle or a scenario. Neither changes a score; both help plan an evening, and tonight’s build queue puts a 10-minute break between two games.

07Break calls

When you press play on the speed controls, the page follows common advice: rest your eyes every 20 minutes, drink every half hour and stand up about every 50. It runs only in your open tab. There is no fast-forward.

08Comfort notes

Small text, busy screens, flashing effects, volume and long sessions all matter. Each report lists the difficulty and accessibility settings we found useful. Always read a game’s own health and safety warnings too.

09Where the facts come from

Platforms, player counts, online features, accounts, expansions and age labels come from our own play and are checked against each game’s official site, store listings and the PEGI database, which remain the reference for current prices and ratings.

10What we never do

No paid placements, no sponsored scores, no invented facts and no reviews written from trailers or press releases.