New Cycle

New Cycle

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Sabaithal Jan 28, 2024 @ 1:28pm
Technical boot camp - This needs to change
- put in 5 people
- put in 1000 paper. That's a lot early on
- at the end of the training only one person becomes a craftsman

This is... really a bad mechanic. Chance based is one thing, but not when I put a significant sum of resources into it.
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Showing 1-10 of 10 comments
Cougarific Jan 28, 2024 @ 2:37pm 
There are choices you can make and Actions you can take (in the Main Hall) to increase the chance of successful training.

If - in the early game - you chose to increase Efficiency and Workforce at the expense of training success, you're just gonna have to live with that.
Sabaithal Jan 28, 2024 @ 2:54pm 
Originally posted by Cougarific:
There are choices you can make and Actions you can take (in the Main Hall) to increase the chance of successful training.

If - in the early game - you chose to increase Efficiency and Workforce at the expense of training success, you're just gonna have to live with that.
Then they need to lower the resource costs of training. Putting in 1000 paper only to have 1 success (or potentially no success) is too costly, and bad design. The player should not be punished for doing the "right thing".
Cougarific Jan 28, 2024 @ 2:56pm 
If you only have one mill creating paper you may want to consider building a second.

I like to have 1 lumber, 1 paper and a third mill that can be switched back and forth as needed.
Sabaithal Jan 28, 2024 @ 2:59pm 
Originally posted by Cougarific:
If you only have one mill creating paper you may want to consider building a second.

I like to have 1 lumber, 1 paper and a third mill that can be switched back and forth as needed.
Manpower is more of the problem, and there are very limited options to increasing it aside from waiting a very long time.
Cypeq Jan 28, 2024 @ 5:10pm 
I don't agree it's something you can afford at the right pace with just two lumber mills producing paper and if you think that's too slow make it 3 or 4.
『Insperatus』 Jan 28, 2024 @ 6:01pm 
Originally posted by Sabaithal:
Originally posted by Cougarific:
There are choices you can make and Actions you can take (in the Main Hall) to increase the chance of successful training.

If - in the early game - you chose to increase Efficiency and Workforce at the expense of training success, you're just gonna have to live with that.
Then they need to lower the resource costs of training. Putting in 1000 paper only to have 1 success (or potentially no success) is too costly, and bad design. The player should not be punished for doing the "right thing".

It may be costly, but if you play it enough paper is easy to produce. If you are having issues early on with producing paper early game, then it's a user/player issue and not logistically planning to cover the cost. It took me several play throughs to figure things out. If a majority of players can figure out logistics easy early game then it isn't a game mechanic issue. Unless it's considerably unreasonable if it was 1.5k paper per craftsman then yes, that's an issue.
Last edited by 『Insperatus』; Jan 28, 2024 @ 6:05pm
Sabaithal Jan 28, 2024 @ 6:22pm 
Originally posted by Insperatus:
It may be costly, but if you play it enough paper is easy to produce. If you are having issues early on with producing paper early game, then it's a user/player issue and not logistically planning to cover the cost. It took me several play throughs to figure things out. If a majority of players can figure out logistics easy early game then it isn't a game mechanic issue. Unless it's considerably unreasonable if it was 1.5k paper per craftsman then yes, that's an issue.
Yes, lets just shift the blame on the player instead of trying to balance this out. Great attitude. Not everyone min-maxes in every single playthrough and we shouldn't be trying to force people to do it (on normal difficulty).

So do you actually have something to add to the discussion?
Last edited by Sabaithal; Jan 28, 2024 @ 6:23pm
lukeliu Jan 28, 2024 @ 6:49pm 
Well... it makes more sense if you are talking about things like machinery. But when it comes to paper, it is probably one of the easiest things to produce.

Originally posted by Sabaithal:
Originally posted by Insperatus:
It may be costly, but if you play it enough paper is easy to produce. If you are having issues early on with producing paper early game, then it's a user/player issue and not logistically planning to cover the cost. It took me several play throughs to figure things out. If a majority of players can figure out logistics easy early game then it isn't a game mechanic issue. Unless it's considerably unreasonable if it was 1.5k paper per craftsman then yes, that's an issue.
Yes, lets just shift the blame on the player instead of trying to balance this out. Great attitude. Not everyone min-maxes in every single playthrough and we shouldn't be trying to force people to do it (on normal difficulty).

So do you actually have something to add to the discussion?

Well... it makes sense if you are talking about things like machinery. But when it comes to paper, it is probably one of the easiest things to produce in this game lol.
Sabaithal Jan 28, 2024 @ 6:52pm 
Originally posted by lukeliu:
Well... it makes sense if you are talking about things like machinery. But when it comes to paper, it is probably one of the easiest things to produce in this game lol.
We're talking about early game, when it takes quite some time to make a significant quantity of paper, and you need to carefully balance out what population and resources you do have, like I already stated.

Well since my name is Capn Obvious, anything else I need to restate?
xerxes0 Jan 29, 2024 @ 4:23am 
Further research option will let you increase the odds of successful training a lot. from like 20% to 80% plus
Last edited by xerxes0; Jan 29, 2024 @ 4:24am
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Date Posted: Jan 28, 2024 @ 1:28pm
Posts: 10