Ratopia

Ratopia

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Aug 31, 2024 @ 6:40pm
Ratopia DevDiary #30 - Trading Post and Milestone System
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Showing 1-15 of 36 comments
good165038 Aug 31, 2024 @ 8:52pm 
看起来不错~~赶紧更新~~目前这后期很无聊....
Last edited by good165038; Aug 31, 2024 @ 10:18pm
glass zebra Aug 31, 2024 @ 9:05pm 
Having milestones that can make your develop your cities in a more varied way sounds pretty interesting (though I thought the Queen choices would do that later on), but the issue here is really the late game choices + randomness. Ratopia is not really a game you play for a few hours only and are finished with a city, so having spend a ton of hours and then seeing some late game choices that do not interest and maybe even making you think about restarting after all that time is a lot worse than games with a shorter playtime per run (e.g. Ratropolis).
Sanchozz Aug 31, 2024 @ 10:21pm 
I think the problem of getting research points through a trading post can be solved simply.
Just make sure that advanced types of resources can be purchased only after reaching N days or X prosperity levels.
The more advanced the resource, the more days or the higher the prosperity level it requires.
El_chamu Aug 31, 2024 @ 11:00pm 
very good
Miltea Aug 31, 2024 @ 11:18pm 
Can this be changed to a cafeteria instead of a trading post?

Trade merchants bring cakes, ice cream and beer, which are difficult to produce in the early stages of the game, and if you pay for them, you can eat them regardless of your citizen class.

It would be a good motivation to be able to produce these luxury items in our own country after the middle of the game.

Also, it would be even better if in the second half of the game, we could see travelers from allied countries eating the delicacies produced in their own countries in the cafeteria.
Hagwack Aug 31, 2024 @ 11:49pm 
great aditions :winter2019happybulb::steamthumbsup:
Tsuanli Aug 31, 2024 @ 11:49pm 
Maybe drop the research point gain from resources from the hard mode? It's way too easy to gain research points via resources.. some structures you unlock with research points also provide more than they cost which means that we are flooded with research points.
Bluetail Zacky Aug 31, 2024 @ 11:54pm 
Increase max population cap is nice. But better path finding & AI optimization is needed. Since even with just 100 rats, they occasionally had brain fart and just standing there, challenging the Holy God Empress's commands. I notice the game must circled the whole colony's AI before going back to the stuck rat and resets its AI. Which did take a while.
Leo Sep 1, 2024 @ 12:35am 
:shadowgrounds::ontoagoodthing:
Zeion Sep 1, 2024 @ 3:39am 
if you want to get rid of research point on pick up new material you need to provide another source for it. don't just get rid of it and call it a day because imo it don't look like a smart move by just a single building problem.

but at least the maximum ratizens that you can get after tier 5 is a good thing to be in the next patch.
Originally posted by glass zebra:
Having milestones that can make your develop your cities in a more varied way sounds pretty interesting (though I thought the Queen choices would do that later on), but the issue here is really the late game choices + randomness. Ratopia is not really a game you play for a few hours only and are finished with a city, so having spend a ton of hours and then seeing some late game choices that do not interest and maybe even making you think about restarting after all that time is a lot worse than games with a shorter playtime per run (e.g. Ratropolis).
i agree
Originally posted by Sanchozz:
I think the problem of getting research points through a trading post can be solved simply.
Just make sure that advanced types of resources can be purchased only after reaching N days or X prosperity levels.
The more advanced the resource, the more days or the higher the prosperity level it requires.
good idea ,I will help you convey this suggestion to the developers
Tsuanli Sep 1, 2024 @ 6:14am 
Originally posted by Zeion:
if you want to get rid of research point on pick up new material you need to provide another source for it. don't just get rid of it and call it a day because imo it don't look like a smart move by just a single building problem.
It already has an infinite supply: alchemist. I don't see why we need more than that.
glass zebra Sep 1, 2024 @ 6:17am 
Originally posted by Tsuanli:
Originally posted by Zeion:
if you want to get rid of research point on pick up new material you need to provide another source for it. don't just get rid of it and call it a day because imo it don't look like a smart move by just a single building problem.
It already has an infinite supply: alchemist. I don't see why we need more than that.
Alchemist is really slow. With the material mechanic you can get a ton of points pretty quickly. I've made a run with not even building that one before map exploration/trading got changed and got everything I need researched without the scientist lab.

I think it is a too nice system to scrap just because a long term system is already in place. The alchemist lab is good and needed if you want to research everything, but if you want to expand quickly the material research is very good and a nice mechanic of the game that I maybe even begin to miss in others.
Tsuanli Sep 1, 2024 @ 6:23am 
Originally posted by glass zebra:
Originally posted by Tsuanli:
It already has an infinite supply: alchemist. I don't see why we need more than that.
Alchemist is really slow. With the material mechanic you can get a ton of points pretty quickly. I've made a run with not even building that one before map exploration/trading got changed and got everything I need researched without the scientist lab.

I think it is a too nice system to scrap just because a long term system is already in place. The alchemist lab is good and needed if you want to research everything, but if you want to expand quickly the material research is very good and a nice mechanic of the game that I maybe even begin to miss in others.
You can make more of them. At the moment they're not needed because materials overflow our research points so fast. Removing research from materials would make the game more slow paced but also more strategic: you can't just pick everything you need since research points actually matter.
Last edited by Tsuanli; Sep 1, 2024 @ 6:32am
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