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That said studies are superior in every way, but so are fans>ponds and fireplaces>torches.
Adds fun dynamic to early game
With all of the different techs.. maybe you give them difficulty ratings, and you try to make sure each run gets some good ones and some bad ones?
The totemic temple arguably feels even worse, not only you need empty space, but it has to be filled with critters.
Placing them in your starting border area is a mistake. Just expand to those ideal spots. Should only take a few turns.
Even if you stick them in corners to mitigate their adjacency issues, they're still taking up more space than studies, and space has value. (I consider the fact that studies double-up at tier 3 to be an advantage, not a disadvantage.)
And delaying a couple turns to expand your borders before you build them is not a trivial cost in an exponential-growth game. Losing N turns is losing N turns, no matter when you lose them. (In fact, it seems plausibly better to build some immediately at your starting location, then later on build new ones in better positions and demolish the original ones, than to delay your early research like that.)
I strongly disagree with the OP's assessment that those are bad enough to outweigh doubling your science output; if Thinking Posts gave twice as much knowledge as Studies then I'd consider them drastically better than Studies. Nonetheless, these seem like clear noticeable disadvantages.
All that said, I consider Scriptorium to be a bigger balance issue than Thinking Post vs Study. Level 3 study or post gives 6 knowledge for 2 actions. The more-advanced Scriptorium requires an extra research (which is a dead-end that doesn't lead to anything) and a complex production chain with tight placement rules and different training required at each of 3 steps, and if you get the absolute maximum possible bonus at every step of that chain, you can produce 6 knowledge for...1 and 8/9 actions, on average (a ~6% improvement). I bet for most players that doesn't even pay for its own start-up costs before it gets obsoleted by Schools.
As for the strategy with thinker's post - waiting a few turns is IMHO bad decision. It's better to put one as soon as possible and then later move it when needed, when you have more pips and the time spent on moving is not as valuable as in the first turns.
As of right now I reset every run I start with Thinking Post. It's just not worth it.
The problem isn't how many Thinker you can assign to it, the problem is the Limitation with "Nothing next to it" + the wood cost.
Every Thinker's Post blocks basically 4 additional slots. You will build 2 at least anyway that means 8 Slots are gone right of the bat.
With the study you can simply build 2 next to any house, upgrade them to Lvl 3 and have 12 Science per round with basically no drawback.
If you want to do the same with Thinker's Post you would Limit your Area by 16 slots.
Sure you can place them in some corner where 3 of the adjacent fields are walls/forest but there are other buildings that benefit from these spots so it's not worth it to do so most of the time.
On top of that the Retreat increases the chance for Thunder Events.
Since it's super easy to rush 4 Thinker and have 2 Shared Studies you can output an insane amount of research before getting into the 2nd/3rd season.
It's not a problem at all to research everything in the first 3-4 rows until the first winter arrives. Which is significantly more difficult with Retreats. Alone for the fact that they cost nearly double as much Wood for the same output. (15 Wood for 3 Knowledge vs. 9 Wood for 3 Knowledge)
So a side by side comparison:
Thinker's Post: (2 Wood)
1 Knowledge per Action/Round
Blocks 4 surrounding Fields
Study: (2 Wood)
1 Knowledge per Action/Round
Needs 1 Dwelling nearby
Retreat: (7 Wood)
2 Knowledge per Action/Round
Blocks 4 surrounding Fields
Attracts Thunder Events (+10% Chance)
Large Study: (7 Wood)
2 Knowledge per Action/Round
Needs 1 Dwelling nearby
Secluded Retreat: (15 Wood)
3 Knowledge per Action/Round
Blocks 4 surrounding Fields
Attracts Thunder Events (+10% Chance)
Large Study: (18 Wood)
6 Knowledge per Action/Round
Needs 1 Dwelling nearby
Requires 2 Thinker
IMO one way to buff the Retreats would be to either give it a bonus based on it's surroundings or massively reduce the Wood required for it. 15 Wood for 3 Knoweldge per turn vs. 18 Wood for 6 knowledge per turn is just not justifiable in the early game.
Maybe my opinion changes with more unlocks in the game, we'll see
I want to be very careful with this however, as it has a lot of ramifications, and I also do not want everything to feel samey!