Frogboy Frogboy

My Level 4 town

My Level 4 town

image

This is what my level 4 city looks like in Beta 2-A with the HUD turned off (the HUD will let me see at a glance what a city is producing but that won’t be in until beta 3).

Generally speaking, we’ve been cleaning through city improvements that had been lurking around for a long time that had been marked for deletion for awhile but we hadn’t gotten to it.  You can still build some pretty hefty cities but they’re a lot less redundant and as you get to know the game, you can, at a glance, tell what is what.

104,983 views 58 replies
Reply #51 Top

Can we get some different stats on the Warehouse please. I just cannot for the life of me bring myself to waste a Tile on a Warehouse as it is currently. With it available so early, an extra 25%(?) build time boost doesn't really matter at that time. Pop. growth (prestige) and food are the main limiters then anyways. By the time I might be interested in that bonus, my Towns have other more pressing requirements... imho of course

OT - I must say, I do enjoy the games Musical score. :thumbsup:

Reply #52 Top

John- I'm hoping that warehouses are important for defenders in a siege, by making your city last longer before they starve out. Maybe we can get access to warehouses earlier too?

Reply #53 Top

Quoting John_Hughes, reply 52
With it available so early, an extra 25%(?) build time boost doesn't really matter at that time. Pop. growth (prestige) and food are the main limiters then anyways.

 

25% build time might not seem like much, and it's true that if they cut the number of buildings down without increasing build times, this building just got weakened.

However, if you build one of these fairly early in a city, and save, 25% of the maybe 100 turns it takes to finish a level 5 city, that's 25 turns saved. That's not a small thing.

Reply #54 Top

Quoting Nemesis7884, reply 51
are roads still working in 2a? i researched caravans, but never got an option to send one?

You train them, like they were a military unit.

Yeah, but I doubt that the diplo/magic/adventuring buildings will have anything in common with the eco/civ type buildings. So, if the current system won't be changed, all of the cities will be the same on the eco level at least. IE. You will be forced to build the exact same stuff in each and every city, if you want to play effectively. = Cloned cities. Not to mention that specialized cities = Diversity & better strategic feeling.

I think the entire point of one of Frogboy's earlier posts is that magic (at the very least) will have an effect on how you build your cities.  How we don't know, but I could easily see 'magical bazaars' that make money, or similar things.

Reply #55 Top

I really don't like the new city building, and feel that this patch is a huge step backwards (sorry).

 

I liked how the player got to build more of an improvement as their city leveled up; it gave the player something solid to look forward to when their city leveled, and it gave players with low civics research a reason to have higher level cities. I also don't see how more studies/temples/etc. are redundant, they actually give you more of something you need (resources), while more command posts on the other hand would be redundant because you don't get anything new from more of them. Also, now all you get from a higher level city is more tiles (and better improvements, but only for high level civics), and unless you put all of your research into the civics tree you don't even get to use those tiles. Some people are also mentioning that this will change when the other tech trees are unlocked, but I disagree. Unlocking the other tech trees would only disperse the players research focus; this would cause less research to be finished in the civics tree in a given amount of time, and I doubt the other tech trees will give as many improvements to be built as the civics tree does (the tree that is completely dedicated to providing improvements).

 

It is also much too easy to get higher level cities now. I actually liked how one farm couldn't get your city to level five before, and if you removed infinite gardens food would have actually felt precious as it should in a post apocalyptic setting (I actually played without spamming gardens and thought it worked very well). I also think it will be good if the player must look for food resources to build a city on if they want more food so that they actually have to explore and spread their kingdom out. I know this will give the player less food overall, but not all cities should able to get to a high level (which causes you to actually have to think about which cities to build houses on).

 

These changes have also done nothing for micromanagement for me, and I think people are looking in the wrong places to reduce micromanagement. If you really want less micromanagement I think you should improve the UI instead of drastically changing gameplay. A few UI improvements that would reduce micromanagement:

 

* Allow the player to queue improvements to be built next to other queued improvements

* Allow the player to queue houses to be built after a farm/garden/etc. is finished

* Maybe? Allow the player to queue improvements to be built once resources become available

 

The goal of these changes is to allow the player to queue as many improvements as possible at a time so they don't have to look back at their cities every few turns.

 

 

Sorry if this post is a little hard to read, I kept thinking of things to add as I went (its also very hot in my room).

Reply #56 Top

Quoting Magnnus, reply 56
I really don't like the new city building, and feel that this patch is a huge step backwards (sorry). 

You do make one important point that I certainly agree with. If, and because we don't know yet it really is IF, there aren't enough buildings on the other trees to give reason to fill the city for those paths, multiple gardens do have the benefit of not requiring high civics to get the needed food.

Then again, there may be spells, for example, that can be cast on the garden to make up for the lack of high civics.

Just too much unknown at this point to say much about balance. I do agree that what you are saying is likely to be a problem though.

Reply #57 Top

Quoting Ron, reply 55


Yeah, but I doubt that the diplo/magic/adventuring buildings will have anything in common with the eco/civ type buildings. So, if the current system won't be changed, all of the cities will be the same on the eco level at least. IE. You will be forced to build the exact same stuff in each and every city, if you want to play effectively. = Cloned cities. Not to mention that specialized cities = Diversity & better strategic feeling.


I think the entire point of one of Frogboy's earlier posts is that magic (at the very least) will have an effect on how you build your cities.  How we don't know, but I could easily see 'magical bazaars' that make money, or similar things.

Yes I know...we shall see. :) I don't really care IF we will be able to create specialized cities somehow.