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However, there are some facts we need to consider:
1. Merchant's guild, Mage's guild, and Scholar's guild affect fewer and rarer provinces (mines, conduits, research posts) which require specific resources to be present within that region to be built, unlike farms, foresters, and queries which are more common. So, these guilds cannot be built in every city. That said, if a city manages to annex 3 or more of these special provinces, these guilds are certainly preferable overall.
2. If they introduce food sharing similar to planetfall, and add production sharing too, then I guess many of these concerns will be alleviated. In planetfall, I specialized many cities in food production and shared their surplus, which allowed me to grow newly found cities to grow extremely fast. If Triumph applies the same mechanism to production and implements them both in AoW4, I will be quite happy!
Unless of course there is something else that these resources could be used for. For instance the food (or production) sharing with other cities, to let those focus on other things. Or maybe there is some victory condition linked to building something massive where big production cities are valuable? If not, that also cascades down to the lower structures, to an extent. Why should I bother that much with production and food if I only just need enough of either to get the provinces and structures up to churn out good units more quickly, and be able to cast many spells?
Also, curiously, there don't seem to be many structures directly affecting the unit starting ranks. In AoW 3, there were typically specialised buildings for unit categories. Maybe that's culture-specific or carried more through spells, but I still found it curious.
First, as many discussed, we don't know if cities can trade resources.
Second, in the late game each turn is more relevant, so even if the number of turns "saved" by producing extra food, production or draft isn't impressive, it will probably be very relevant (i.e. in Planetfall often the diference between your worse city and the best to buy a T4 unit is 6 vcs 2 or 3 turns, and it changes everything).
And, perhaps as important, now we have draft and build queues split. That makes me wonder if buildings are not balanced to be built slower (thus making endgame production bonuses more important than in AoW 3 or Planetfall).
Time will tell. Release is really close now and I'll sure test those things like the mad theorycrafter I am.
Depends though, if for example you specialise a city for draft, getting the appropriate guild might be nice to quickly produce t4 units, like the Warbreed.
The workers, farmers and smith guilds all need a bit of help - primarily for the reasons outlined in the OP.
Thoughts?
Side-note: There is something weird and undocumented going on with mana guilds. They aren't always available to be built when they should be.
I agree (for worker's and smiths' guild) and disagree (for farmer's and seafarer's guild). The initial assumption of this thread was that by the time you unlock guilds, your city is fully grown and has built every building already! This is far from the reality. Let me elaborate.
In a standard game, I usually unlock farmer's guild at 13 pops and a lot more ground to cover with a typical city. With city expansion rate slowing down as your population grows, farmer's guild lets you expand faster. Seafarer's guild is also really good for port cities.
On the other hand, I never go for worker's and smith's guild because I've found production and draft to be useless past a certain point because gold is a much more limiting factor with city development and training of units than production and draft respectively. If those guilds reduced the cost of buildings and units, that would be a different story.
i still think farmers guild is ass, while your pop may not be maxed by the time you unlock it you should be gunning for closing the game anyway, magic or military victory, and food is too slow roi to pay off at that point.
Workers is actually surprisingly ok with Materium affinity and industrious culture though, you get +2 gold per quarry with Materium perk and 35% prod to gold conversion instead of 25% of Industrious you can make ok money with quarries and in some cities it can be tough to get enough mines to compete (also depends on the number of "special" mines you've unlocked).
Farmer's guild would have had a use if you had food sharing like planetfall.