Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I can get all of the research I'd possibly need from 3-4 of the smaller research buildings, I'll probably have the whole tree unlocked before having to seriously think about an observatory.
There should probably be a smaller research building too that gives points per few hours or maybe even days.
There needs to be some type of caps; prerequisites; resources needed (books?); maybe they have to have a 25 happiness or something to build Observatory. Something. Researching things like bots or giant statues should be harder and give more sense of achievement.
I've also been saying that there should be a timberborn version of "repeatable techs." Something with a ridiculous cost that doubles each time you do it that does something like "reduce food use by 1%." Otherwise you end up demolishing all your science buildings once you research everything.
Keep in mind that some science projects cost 4000 or 12000 points, and enabling bots in some industries costs thousands of science points.
Also: Please, do not do this "elitist" thing where the moment YOU, being a super experienced player, manage to find a super efficient strategy to win the game, you start demanding that the game be made HARDER for everyone. Always, ALWAYS! think of the poor guy who just got the game and is trying their first playthrough. For them, unlocking the Observary (1000 SP) and then building it, and then seeing the Science Points tick up at a higher speed, is a massive accomplishment. Don't take it away from them.
Those of us who have been playing this game for 2 years are now very good at it, we know what to prioritize early on and how to 'exploit' some of the game's system for maximum speed. But that's just us, and maybe it's a sign that we should set out own goals, rather than the implicit ones set by the game ("achieve maximum well-being").
It's obvious your too ignorant about game development to understand how tweaks and prerequisites improve game balance, and half the stuff in you post nobody even said.
Go play non-beta games if you don't want to hear peoples ideas about improvement.
That part about the game progression ceasing after the 1/3rd mark. I think that's more of a you issue. I'd say there's plenty of game progression. I just think the later stages are over too quick because once you get the research ball rolling, it bottoms out real fast with very little effort or investment. Changing the rate of research won't change how you feel after reaching that point in the games progression. It will only change how quickly you get there.
More game content would likely help this issue but spacing out and bulking up the research structures may also help out a little.
Could have a 2 x 1 research shack for early game. Costs 3 logs and 2 planks. Two Beavers to operate and gives 1 research point per three hours. This one should have no power requirement to operate.
Current Inventor could stay 2 x 2, cost 10 logs, 4 planks and a few gears. MAYBE some scrap metal too and uses 1 beaver (as it does currently) and give 1 research points per 2 hours (in game of course).
Edit:This one would require 200 - 300 hp to operate at peak efficiency.
Observatory should be a 3 x 5 structure that costs 100 planks, 500 gears, 500 pine resin and 50 metal blocks.
Should use 5 beavers as workers.
Should give a district wide well being bonus of +2.
Should have a regular consumption of maple pastries, pine resin logs and a minimum well-being rating for its workers. I'm thinking around the 12 mark. So workers with less than that couldn't work at that building.
Should produce 250 research points per 8 hours (again, of course, in game).
Edit: Power requirement wise, any where between 400hp and 800hp would seem reasonable to me. High resource for high gain.
The observatory should be the go too building when players are done researching most of the critical infrastructure and want to move on to the bigger stuff, like monuments and life improvement type stuff (think large windmill VS the smaller one).
Should also be further tweaked depending on faction.
Only down side to this one is that getting levees and dam gates within the standard 13 day wet season is probably impossible :D Would have to be extended to 20. Or players would just have to build plain ol' dams. I hate that though because of the huge expense in logs >.> But I'd live... maybe.
Edit: Would also be fun if players had the option to change research rates and costs at game set up as they are additional difficulty options.
--> Are you proposing to REPLACE the current Inventor building (2x2, gives 1 point every hour, costs logs only) with this? Because as an addition, it makes no sense.
What isn't making sense about it? and yes I'm proposing to replace the current inventor with the above version.
Well, for one thing, PLANKS require a POWERED building to make, so you are delaying research by at least a day (and more like 3-4 for an inexpereinced player - while increasing the cost from 12 logs to (40+15+3 = 58). So, for the cost of 4 Inventor huts, you are giving a player 1 Hut.
For another, you are proposing a 2x1 footprint with TWO beavers inside and 1/3 of the output of the previous variant.
Oh, you're not talking about the modified inventory but the prior version that replaces the inventory as the lowest tier research building, I get ya now.
That is the secondary point of the proposal. Slowing down research a little, in order to flesh the system out by a significant margin. Could easily be done long before the first drought hits. Part of the fun in this game is the learning and experimental element in the game to see what does and doesn't work. This allows even more options and variation both at the beginning and end game stages.
EG, it actually makes building the first tier dam worth while, even on normal difficulty and most players probably wouldn't be able to get the levees and flood gates until probably cycle two or three. Depends how hard on research they go, which would of course impact other industries.
Power for the research building is actually a good addition to the idea as well. I shall adjust accordingly >: ]
Inventor
and
then there are 3 (2+1) other buildings for later game which produce science points at a greater pace:
Observatory and Underground Mine set to "Science Points" recipe for Folktails, and
Numbercruncher for Iron Tooth.
I don't really care about the terminology but at least specify your point :P I had no idea which of the two options you were typing about until you elaborated on the second reply. Just little things :D Also, I think your capslock is acting up :p
I don't really see how you're contending my previous points here. You're just stating what we already have in game, which is precisely what I'm interested in changing.
You just gave me an awesome idea :O Wonder if it's possible.
Why don't we have a direct link between our science point production capacity and the number of bots we can have in operation? It's perfect, even if I do say so myself. DEEEEVS!!! Can we do it?
Science points could also equate to a number of certain, late game buildings. Large wind mills, gravity batteries, for the folktails, and the equivalents for the Iron Tooth (now we just need a Razor Claw Clan >: ] The more Science Points the faster we can build them, ect.
That's how bots work for Iron Tooth. Folk tails are more 'down to earth' :-)