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Came here hoping to find how they were supposed to go, which I did thank you. But three cycles? Oof. Plus, not clear at all when going in what I would have to try and do. I suppose there is some use in learning how things work but this was completely in the dark and I honestly thought my first cycle resulting in nothing meant something was broken. Knowing what I do now, at least unless I'm in a much more resource-rich state, I'll probably just cannibalize them for goodies the first time I see them.
And the building definitely needs a lot of work. The first alternative upgrade is pretty nice, second can help a bit but the third seems pointless. Showing the locations is handy the first time but it seems like there isn't much variety in patterns anyway. First is always in small glade around your base and the other two always seem to spawn in the same sector so you'll only need one pointer, if at all.
Firstly - thank the gawds I decided to pause the game before continuing my current run to check into wth this archaeological reward is.
I'm currently on my first run on a scarlet orchard, mixed in with a tile that means I can't see whether glades are dangerous or forbidden - so I thought 'I'll throttle the difficulty back to Veteran, coz I really want some free time to be able to find some extra city upgrade resources on this one'. And not being able to see the glade difficulty had me worried.
Turned out I didn't need to stress at all.
(hmmm, maybe I shouldn't be so scared to give 'prestige a go' XD ).
Have got to the point where I can finish the run immediately just by handing in my current completed resources, but I'm dragging it out just so I can thoroughly search the map.
You can imagine how pissed I'd be by passing off the chance to earn machinery city upgrade tokens from the salvage option on the archaeology event in order to work the excavation angle, only to end up being rewarded with reputation points I don't need and which would end the game prior to being able to search all the remaining map.
To my mind the rewards as I understand them (from what's been posted above) are unbalanced. I agree with the OP. By the time you can afford putting aside a pawn or three to work on the dig AND afford/able to obtain the upgrade costs of doing so, you're half as likely to be able complete the run without - so what's the point?
I say half as likely, because it's 50/50 whether you get a ♥♥♥♥ roll of forest mysteries on your current run, have used up all the orders you're likely able to complete, and are desperate for a way to actually complete the run with a win instead of a fail because of a ♥♥♥♥ roll of blueprints as well, and no way to make tools - in which case an archaeological site is like spotting Chris Hemsworth at a RSL bingo night.
So yeah, I kinda agree that the archaeological track is seemingly unbalanced.
I would've been absolutely pissed on having given up on those machinery rewards for measely reputation.
I've noticed that the design philosophy of the game seems to be around giving the player play through choice through resource and building mix&match. So why not improve reward of this event in the same manner?
Most important ABOVE ALL ELSE - make it clear to the player what the excavation/convert option reward will be. Ie - Reward A (salvage) : listed of resources/perks & excavation ends. Reward B (excavation) : Queen's appreciation either a reputation point, OR since you have pleased the Queen with your expeditious merit her impatience is reduced or paused for [x] minutes, an unearthed (ie mystery) perk (mystery 'cause you haven't dug it up yet), plus an opportunity to excavate further.
Further, add a third (fourth?) reward option, for if the player decides to invest more resources (ie an optional 2nd 'required goods') into the dig. Example : advanced foods so the diggers feel appreciated or additional fabrics so they're more comfortable -> in turn when they write up their dig/survey report you're referred to in very positive terms for the Queen's consideration, and -> in turn your reward is also enhanced.
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Secondly - three dudes on it for 5 minutes? Why bother? There's no negative penalty/impact while the work on the event is active, so why the need to finish it more quickly? Just put 1 dude on it for 6m 45s. No need to fuss.
Agreed.
Since they're archaeologists, shouldn't they have enhanced perception to be able to read the environment/surroundings? What about an option to be able to scout nearby the unopened glade to determine the nature of the glade events before the glade is opened? Or to be able scout glade events within [x] tiles.
For those of you thinking 'aren't they the exact same bloody thing!?'
Some people will want more time to explore the map and possibly obtain more citadel resources. Other people would be so desperate for the win that they'll be on that reputation point like me for an icy pole during summer.