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Where as I found the old system of "in time you can building everything in every settlement" got quite boring.
While the "new" system they've used since Rome 2 creates more interesting gameplay, as I have to think about how to plan my settlements, how best to use those limited slots in conjunction with my current needs, future plans, and what resources are available.
It creates meaningful choices, because I can't do everything, which is something I found lacking at times in Rome 1 and Medieval 2.
But I respect you feel differently.
All the Best,
Welsh Dragon.
But after playing a game for a while, you will still build the same settlements, once you have a "system", turning the settlements into copy paste building composiitons as well.
And the old games had two types of settlements, towns and fortifications (or something like that), so I'd rather have that expanded, than just having all the options everywhere, but only being able to build 4 or 6 of them.
The two-type system is actually returning in Pharaoh, but with a lot more variety to it than ever before.
At least on paper.
I understand what you're saying, but quite honestly.. it's the same over all.. you're still building the same buildings, except instead of 20 diff buildings, you're only building 4... how is that better?
At least in medieval 1, for example, you had like 40+ buildings to build until everything was maxed out, and that over time felt like your city and nation was actually advancing, and pushing forward, rather than me building 4 buildings, then forgetting about that territory forever for the rest of the game.
You can either set it up for the economy option of 4 buildings or you can set it up as the military option of 4 buildings. Yes, technically you can't quite copy paste the exact same thing in every province but it still is quite formulaic and gets old fast. I agree with OP, complex building chains are superior.
Your limitation was money. You didn't build everything everywhere from the get go, just where you could afford. You would tank your campaign otherwise. I don't remember using any cash exploits in Napoleon, though trade was pretty good and you ideally needed to secure it with a strong navy which also costs money :)
EDIT: Oh, and limitations via tech tree also....