marking a wall for rebuilding at the wrong time of day your entire fortress will collapse. "Winning" the game is easy, but if you make one single wrong decision e.g.
![planetbase how to rotate buildings planetbase how to rotate buildings](https://games-cdn.softpedia.com/screenshots/Planetbase_13.jpg)
It works well, but the rules are almost too simple. You run around on your (asthmatic) horse marking where you want buildings and your peasant workforce struggles to build them. Kingdom is a beautiful game which is declarative. Still waiting on a proper spiritual successor to BW1. Such a shame they almost completely did away with that teaching-through-doing part of creature-training in favor of simplifying down the creatures behaviors to basically sliders like "good vs bad" and "friendly vs aggressive" in BW2. you can't teach it eating villagers is bad unless you catch them in the act and smack them around. Since the creature was an independent actor who you could only influence, you had to rely on the randomness of the AI to do certain things so you could teach them what was good and what was bad. It was especially interesting because in order to train the creature what behavior was or wasn't desired you had to catch them in the act doing that thing. If it helped water your crops then you'd rub its belly and it'd know to do more of that. If it ate a villager you smacked it around and it'd learn it shouldn't do that.
![planetbase how to rotate buildings planetbase how to rotate buildings](https://images.sftcdn.net/images/t_app-cover-l,f_auto/p/d22780e8-9b28-11e6-b0a7-00163ed833e7/1542288880/planetbase-screenshot.jpg)
It had a sophisticated AI that enabled it to actually be taught what was good and what was bad through experience. I'd argue it was the pinnacle of this behavior as far as Molyneux's games go because of the creature. Black and White stands as one of my favorite games of all time for this reason.