Total War: PHARAOH

Total War: PHARAOH

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Skush Sep 13, 2023 @ 8:42am
City building still too "streamlined" (aka boring)
I don't understand why they are sticking with the boring, "new" city bulding system that they've been using in the last games.
Just seeing how the interface for your region/cities looks was an instand turn off again.
In Rome 1 or Medieval 2 it was so fun to see your city grow naturally, with actual population numbers, a ton of buildings, etc.
Having 4 buildings in a whole settlement is just... nothing.
Managing the cities in your empire has never been more boring, and I don't understand why CA doesn't reverse that change.
Last edited by Skush; Sep 13, 2023 @ 8:48am
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Showing 1-13 of 13 comments
Welsh Dragon Sep 13, 2023 @ 8:55am 
Originally posted by Skush:
I don't understand why they are sticking with the boring, "new" city bulding system that they've been using in the last games.
Just seeing how the interface for your region/cities looks was an instand turn off again.
In Rome 1 or Medieval 2 it was so fun to see your city grow naturally, with actual population numbers, a ton of buildings, etc.
Having 4 buildings in a whole settlement is just... nothing.
Managing the cities in your empire has never been more boring, and I don't understand why CA doesn't reverse that change.

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.
Yews Sep 13, 2023 @ 10:14am 
I will probably never understand in what world a system that forces you to think twice what to build where, with an actual informative UI, is more ‘boring’ than a ‘system’ that is so shallow that AI manages it by default, with an UI that makes you think about gouging your eyes out.
Skush Sep 13, 2023 @ 10:22am 
Originally posted by Yews:
I will probably never understand in what world a system that forces you to think twice what to build where, with an actual informative UI, is more ‘boring’ than a ‘system’ that is so shallow that AI manages it by default, with an UI that makes you think about gouging your eyes out.
Because UI cant be updated, so just cutting it is the better option I guess
Skush Sep 13, 2023 @ 10:24am 
Originally posted by Welsh Dragon:
Originally posted by Skush:
I don't understand why they are sticking with the boring, "new" city bulding system that they've been using in the last games.
Just seeing how the interface for your region/cities looks was an instand turn off again.
In Rome 1 or Medieval 2 it was so fun to see your city grow naturally, with actual population numbers, a ton of buildings, etc.
Having 4 buildings in a whole settlement is just... nothing.
Managing the cities in your empire has never been more boring, and I don't understand why CA doesn't reverse that change.

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.
I also understand your side of it, and somewhat agree.
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.
Last edited by Skush; Sep 13, 2023 @ 10:25am
Yews Sep 13, 2023 @ 10:28am 
I personally believe that the Rome II UI (the release day UI; not the downgraded Emperor Edition one) is the absolute best the series has ever seen and that the UI in Warhammer and its every derivative is needlessly complicated. But still leagues ahead of the early instalments.

The two-type system is actually returning in Pharaoh, but with a lot more variety to it than ever before.

At least on paper.
Holy Athena Sep 13, 2023 @ 7:37pm 
Originally posted by Welsh Dragon:
Originally posted by Skush:
I don't understand why they are sticking with the boring, "new" city bulding system that they've been using in the last games.
Just seeing how the interface for your region/cities looks was an instand turn off again.
In Rome 1 or Medieval 2 it was so fun to see your city grow naturally, with actual population numbers, a ton of buildings, etc.
Having 4 buildings in a whole settlement is just... nothing.
Managing the cities in your empire has never been more boring, and I don't understand why CA doesn't reverse that change.

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.

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.
Yews Sep 13, 2023 @ 10:39pm 
No clue about Empire and Napoleon, but in post-Napoleon games, if you build the same thing everywhere, you die.
Preacher Sep 14, 2023 @ 6:01am 
Originally posted by Yews:
I personally believe that the Rome II UI (the release day UI; not the downgraded Emperor Edition one) is the absolute best the series has ever seen
If I ever seen a wrong opinion before, this is it.
Last edited by Preacher; Sep 14, 2023 @ 6:01am
Sgt. Paulto Sep 16, 2023 @ 3:16am 
Originally posted by Yews:
No clue about Empire and Napoleon, but in post-Napoleon games, if you build the same thing everywhere, you die.

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.
Defmonkey Sep 16, 2023 @ 4:04am 
Originally posted by Yews:
No clue about Empire and Napoleon, but in post-Napoleon games, if you build the same thing everywhere, you die.

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....
Last edited by Defmonkey; Sep 16, 2023 @ 4:07am
Hori Sep 16, 2023 @ 5:32am 
In post-Napoleon games it’s all that plus more conditions that dictate what you can build where, dependent not only on your general culture and particular faction, but also often on the particular settlement where you’re trying to build things. The only way someone can deem pre-Shogun 2 construction systems more complex is he’s got rose-tinted nostalgia spectacles welded into his skull.
Skush Sep 16, 2023 @ 6:14am 
Originally posted by Sabhotep:
In post-Napoleon games it’s all that plus more conditions that dictate what you can build where, dependent not only on your general culture and particular faction, but also often on the particular settlement where you’re trying to build things. The only way someone can deem pre-Shogun 2 construction systems more complex is he’s got rose-tinted nostalgia spectacles welded into his skull.
complexity =/ fun
Yews Sep 16, 2023 @ 6:40am 
We’re looking for different things in strategy games.
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Date Posted: Sep 13, 2023 @ 8:42am
Posts: 13