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First thing to unlock in resources is the means to collect it. For instance, a clay pit should be unlocked BEFORE the pottery building. I should be able to make a foundry, BEFORE being able to make an armory.
Think about it logically... if you were out in the wilderness "unlocking tech", you wouldn't "discover" how to make an iron shield before knowing how to smelt iron ore into bars.
Does that make sense now?
at least thats how i think the devs are framing it. and it is different from the common approach of games like this. doesnt mean its wrong. do I like it, nope. i agree with the op, but it is what it is and presumably by design.
Pretty sure this is on purpose to simulate how a real life starting settlement would need imported tools to do some tasks since they didn't have the required advanced industry to make it themselves. Remember you start the game with a finite set of normal tools and other supplies without which it would be impossible to even build the town hall? People need to get used to the fact that the trade house is an integral part of the entire simulation and not just a tacked on function to make some extra gold. Some things will require using the trade house at least in the beginning.
I'm glad at least you agree with me on the point. I'm sure any of us could RP out some fringe concept to explain the current design, but at the end of the day it's stupid and should be changed. Hopefully the devs change it to a system that makes more sense, and avoid taking a "different approach" on basic mechanics that only leave you scratching your head in frustration.
I'm a big fan of taking a new approach on things, but not for basic fundamental things such as build order being logical. Otherwise you are just messing with people for the sake of challenge that doesn't give you the "I overcame a challenge" feeling at the end. It leaves you with more of a ♥♥♥♥ and ball torture feeling.
I was totally fine with heavy tools and all that fuzz, but having grain/wheat, honey and water, i kind of have to ask why the heck i cant brew beer until far too late into the game although i could have a pub already.
Im totally fine to trade what my map doesnt offer.
Oh my map has no iron? Fine, let me trade that in with a trade route, i dont care.
But hey i have all ingredients to brew beer but i cant because...
Nah, sorry, thats dumb.
The Brewery is possibly the only building that makes no sense.
If you want then have two different breweries. One early one and a Tier 2 one. Tier 3 could be wine.
Thats fine.
What is not logical about a budding settlement needing to import something to advance their tech? Again you start with a wagon full of things you can't make yourself until you use them to make the buildings that allow you to advance. Once a year someone shows up with heavy tools and this is how you get to your tier 3 items. Real world settlements had to do the exact same thing to thrive and grow. Think of it as the old sci fi adage of you don't have the technology to make the machines to replicate our technology but we can give you some pre made stuff to make machines with your tech which can make the machines to replicate our technology.
It is like that on purpose. It is meant to force you to learn to buy and sell with traders. That's where you have to get your first heavy tools from.
Ok... how about having the pottery building before clay pits? Do u think that's "logical" as well?