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unit build time, unit research time,unit production building cost + upkeep, unit build cost, unit upkeep, city build cost. -- edit, oh you did factor build cost, pardon.
Then there's the negative loyalty for every city constructed.
You actually need to invest quite a bit, and you need to wait before the returns are actually profiteable.
I am completely factoring it in.
I actually feel we are hitting high level techs far too quickly as well, because of the cities providing +6 research.
Without building a research building, by turn 80 you should be at tier 8 techs (with anyone but SM), and researching tier 8 techs will generally take 4-6 turns.
It's also leading to the strategies like "go from boyz > heroes > meganobz > Gorkonauts" while completely ignoring the vehicle line because of your research increasing so rapidly from new cities.
Why go back and research lower tier techs, (e.g. vehicle building > vehicle > vehicle upgrades) when you can spend the same # of turns researching the next tier infantry/walker unit? Or for IG, stick with vehicles and neglect their infantry (like Bullgryns).
The current system basically wants you to:
- build up your capital as a troop trainer (e.g. 2 unit trainers + 1 hero trainer + add a 3rd unit trainer if possible).
- use the 2nd expansion to provide resources to keep your capital running - a huge portion already comes the instant it is built in the +6/+6/+6/+6.
- 3rd, can be a bit of both (resources and troops).
It is only the 4th expansion (200 ore) and upwards start actually getting pricy, and that's when you need to debate about investment vs rewards.
It a great game and right now, city-builidng rush is definitely the way to go. I guess that is not a bad thing. Hmmm, maybe I should NOT post this. Again, GREAT GAME.
Not sure how it works in this game right now. Need to play a lot more MP games vs decent players. But in general I feel that logistic is a problem. Mainly for infantry. I think it can be solved by adding early cheap transports for SM, AM and Orks.
As fot SM reserch speed problem. Here I feel the same. Maybe adding something like +4 R points for they Dormitories can change current dynamic.
Yep, agrreed. Also I want to add that in the current game you have zero options to increase the growth and development of the new cities ( only Necrons have such a mechanic ).
so you just build 4 cities around your capital (1 in each direction, 4 tiles away), and with your capital as your trainer, it doesn't take very long for your units to march to it, given units have 3 movement.
Whereas necrons actually do have it tough, because tomb placement is random.
In MP, I honestly think the current faction balance is, excluding tiny map 1v1s
1. Orks (unlimited expand with 8 pop cities, boyz are amazing in early-game when used properly, especially once a warboss, weirdboyz, and painboyz comes out).
2. IG (unlimited expand, 6 pop cities where barracks are basically a "free building" as it provides +1 population. The real struggle of IG is their early-game, where they lack both melee and a unit to "tank hits").
3. Necrons.
I place them at #3 because of how luck based they are. On a good map for them, they can be #1. It's all economy dependent.
In the first 40 turns,
If you find 2 tombs to expand to, you're going to wreck face.
If you only find 1 tomb, it's going to be a bit of an uphill slog.
If you can't even find one, you've been trolled by the map and will lose.
Military-wise, they're very very tough customers.
4. SM
Great units, 0 ability to research or produce enough requisiton to upkeep their forces properly. Everyone else will be constantly growing their economy to run more and more military trainers.
SM are currently hard-capped at 4 (1 hero, between 2-3 unit trainers), and their requisition income will be slowly decreasing.
Also, the next build will have an improved special feature, necron tomb, artefacts and wild life distribution. Especially for tombs the lack of homogeneity made the Necron expansion experience indeed a bit erratic.
Orks and AM should still keep an eco advantage, since Necron and SM units are generally better on 1v1 basis. There's a bunch of units in all rosters in need of some buffs or nerfs too. Specifically for Necron, tomb spawns need to be less random as well.
1. If you group lair generation so that a given region has a few of them (a single type), then you give flavor to areas on the map. "This is the scorpion den", "this is where you have castellans", etc. Much more chrome and interest. Because right now, all the map is covered with random monsters mixed together, bad.
2. This would remove part of the "hey, what's give, castellans and tech priest are helped by wasp to attack me, nonsense"
I like it void!
Definitely worth a try to see how it works out.
With 4 cities, that would be an extra -12 loyalty, which would be 24% production lost.
It would definitely cause a lot more "diminishing returns" for additional cities when playing non-SM factions!
Adjust the output of the HQ...maybe cut the output in half (or just a little) for the factions that can build more cities. Maybe increase the output for the SMs. Maybe raise the initial pop limit for the SMs.
This is, easily, done in the Data/World/Buildings/---Faction folders.