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
As I'm playing the game, I really, really want to "finish" my waterways and railways but with the current emphasis on perfect placement and "group" rewards, it's almost impossible to do so. As you said, it all ends with a very weird map with no congruity.
I think there should definitely be a bonus for completing a waterway and train system (making a complete, connected and closed network). Maybe having tiles containing those elements having *some* "freebie" edges under certain circumstances.
But I wouldn't want to just do it in a "creative" mode. I have no interest in creative. I need some puzzle/challenge game element to keep my interest.
IMHO.
It would be cool if stations acted more as hubs. Like if adjacent to town foot bridges spawn. If adjacent to farm bridges for transporting grain appear. It'd be nice to see these stations look like they're loading grain up at some fields and a train or boat takes it down to a town (Although no bonuses or points will be granted doing this) as it'd be a nice visual touch that makes the world feel slightly more alive.
The only mechanical difference would be stations can link to farms and town and have a few more looks to them.
I think any "fix" for it needs to be very simple and reward the player for making nicer looking, more realistic placement. Maybe if completely enclosing an area in rail or water gave you a bonus multiplier for everything inside that area, or even a bonus tile for every perfect tile inside the area.
Samez. I mean I'm not even expecting a score in creative mode and if you don't run out of tiles, this issue doesn't even matter in the first place. What was that cool little game that came out like a year ago where you can plop together pretty much any elements of buildings and infrastructure that you can imagine? Townscaper or something? I say it's a game but it's not. It's a toy. A cool toy, but just a toy. There are no gameplay mechanics. I stopped playing Cities Skylines for the same reason. There didn't seem to be much game there outside of like transportation. If there's no challenge, no game, it's not for me.
If there was a potential major payoff for actually stretching a river or rail through the meat of your landscape, you might choose to risk giving it a shot despite all the present and future zones that could be disrupted. It would add a new mechanic and that mechanic would provide more challenge, not less.
Yeah, it would take some tinkering to figure that part out. On one hand you'd have more compatible tiles with rivers and rails that could lead to more perfect placements which would make it easier. But on the other hand you'd be building rivers\rails through areas that in the current game you leave open to be ready for future quests and that would make it quite a bit harder, or at least force you to plan more carefully and take more chances. It would just be a question of balancing those two changes together.
Full agree.
I could see that too. Enclosing areas is already a part of the game as a quest type, so enclosing with rivers and rail would fit right in with what they're already doing.
There's probly a virtually endless number of ways to make it so river and rail tiles aren't like plague tiles that you have to keep away from everything else. I don't care so much about how they fix it. I just hope it gets fixed.
btw I start my games the same way. Six edges on the starting tile = six slices of Dorfromantik pizza, at least at the beginning. I think all six should be able to interact eventually, though. Like if they're going for a "negative" tile type they should be intentional and make it a polluting factory or something. I get that the whole point of the game is to have everything nice and pretty, no ugly tiles, but that doesn't mean it's cool to go and make rivers the bad guys. There doesn't have to be a bad guy tile for the game to be challenging.
Well said. It's like games where clothes\armor have some rng in their stats so either you have to sacrifice effectiveness to wear something you're not embarrassed for ppl to see you in or just always go with the best stats and end up wearing pink hot shorts, a puffy yellow jacket, candy cane stripe tie and clown wig.
Totally ridiculous and unnecessary design choice in an RPG, but I'd argue it's an even worse look for Dorfromantik because its whole reason to exist is to create pretty landscapes but in order to play it as well as possible, you often end up with something that looks like a Civ map created by a corrupted map generator. And not in a cool way.