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
The problem is: power plants have 5 stone and 5 wood upkeep. It absolutely destroys your stone and wood income if you don't either of those. And the loss is felt throughout the game whereas mills just cost gold upkeep, which is relatively easy to make up for.
If I recall, it gives +160 nrg compared +30 from mill so it's a huge boost and doesn't eat up space all that much. When you're hard pressed to find more expansion room it's a great building to plop down.
Due to PP eating stone and wood it's not to be used lightly but often times a few are handy in mid-late game when your economy is already robust and you need a lot of energy for upgrading cottages to stone houses or other energy-hungry projects.
The stone upkeep is a bit gamey but I guess it's just a balance issue. I think the devs idea is that PP should be used in late game as you slowly transit to higher tier resources. Wood is in high demand early but not so much in the later stages. Kinda same with stone, although it'll remain very useful since the (currently) best walls eat stone and 3rd tier housing eats it up too and one can never have enough houses.
As you tech up, you slowly move from high demand on wood -> stone -> iron -> oil depending on what stuff you build. So having PP eat up the not-so-desired early(ish) game wood & stone keeps your economy somewhat in balance.
Mills at 6 gold upkeep are just plain better... and stone upkeep is really bad when you need thousands for stone houses and walls.
Power plant is decent building but you should only build it in the very late game or when you run out of places to place mills or if you have a map with very good stone production.
What's wrong with advanced Mills?
Short answer: Mills until you run out of space and then power plants
Do Markets automatically sell resources that are gained past your current supply capacity?
Lets say you have 150 / 150 Stone and then earn +15 Stone on the next delivery. Is that extra 15 Stone sold automatically and converted into Gold or lost?
The tooltip for the Market says it is automatic but I have seen no indication of it actually happening.
It may be but I never noticed any real change to my Gold income when maxxed out on tons upon tons of useless Stone and Wood late-game. I'd often have to pause and just empty those reserves via spamming the Sell button at the Market.
There should be a little popup (X resources converted, Gold Added) that appears on a Market for a few seconds whenever it occurs as a visual notification.
Same here.
However the game does need to have some sort of 'useful' resource sink late game.
Something that can be done late game which requires a huge amount of a particular resource but actually provides some benefit, even if only slight.
Early game the balancing seems alright with resource income, but late-game you start to drown in one particular resource or other with no viable use for it - and selling it at pennies for a ton at the inefficient Market is both bland and uninspired, if simple.
Oil is the worst offender. It takes such a long time to get any Oil-requiring units and they are generally so ineffective (especially the Flamethrower) that I just see Oil as a less-worthwhile Gold node.
Bonfires that have a constant Wood upkeep cost which can be placed to deliberately lure Zombies to an area. (Maybe upgradeable Oil variant).
Steel Walls that require Wood, Stone AND Iron would be a nice addition.
Paving 1x1 grid stones that increase the movement speed of your units on them, but do not block structure placement. (Can simply place new buildings over them like Walls).
I plant mills between turrets in some of my defenses lines, you can't stack turrets or mills without the 1 space required so it works wonders.
http://steamcommunity.com/sharedfiles/filedetails/?id=1249491134
It is trivially easy to see it happen. Just watch your actual gold total while capped on resources. It ticks up by a few dozen gold every few seconds as each individual sawmill, or quarry produces.
In the pic in the post above, when I was capped at 550/550 in all resources my gold income was climbing by over a 1000 every few seconds as the excess was auto sold. That was clearly seperate from my 7k+ income.