Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That's on top of the movement/LOS changes listed above.
Ok that makes a lot of sense now! Thank you so much for the fast responses, I'm glad I got this game.
"Most tiles contain one or more bonuses to resource production – deserts provide a 20% bonus to energy production, while grasslands provide 40% more food. Once these tiles are acquired by a city, that bonus is added to the amount that each building in the city produces of that resource."
I was concentrating on gear bonus tiles to include in my cities, then realized the bonus I was expecting was not materializing.
A forest tile generally gives =10% ore
So I could have
2 X ore extractors = 12 ore. 10% bonus makes 13.2
or, clear the forest and I get
3 X ore extractors = 18 ore...
Aside from the very occasionally chance I may want to keep a unit in cover within my city limits, is there ANY benefit to preserving a forest tile?
Its simple math, like Mrhyms pointed out.
The bonus is more for if you build near a special resource the terrain will have a bonus that doesn't go away when removing the forest, so that one you should take advantage of, but the forest advantage of +10% ore, requistion etc isn't worth it when the third building will provide more of that resource then that bonus.
They could add that bonus to entire city, but if they do that city management will mean nothing because those percent bonuses being global with through whole economy off for building building and units etc.
If they change loyalty and have that not give +2% per point then add tile to entire city it may work with a little balancing, but then AI difficulty becomes messed up since they depend on increased Loyalty to make them harder.
The city building is pretty simple and straight forward in this game. In my mind its the biggest weak point. I consider this game to be a war game though on a huge map where it ends up being massiave armies fighting far away from your base for domination and bragging rights. The city improvements are more of an add-on then a main concept in the game.
Maybe a map script dlc to add a little variety, like inland sea, large islands "bridges maybe to connect them since there are no boats in 40K Lore"