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Once you unlock one you will get to see what it does and it will have one of the random traits, in this case your rolled the "above all nearby buildings" trait. That means that you have to place it on a hill or mountain that will be higher than the other buildings around it to gain its effect. You can ofc ignore that and build it anywhere but in that case your town will not benefit from the buff the masterpiece provides.
This is very true and will definitely be considered during further balancing :)
I also find these conditions a bit strange sometimes. On the one hand you allow crazy stuff like building stuff on top of each other to give the player maximal freedom, and now you restrict the building of master pieces with such random conditions.
I had a "garden" which has to be built above other buildings. As I didn't understand what this means I built it in my Monastery, as it nicely fits here. Seems I have to build it on a mountain. But honestly, a garden on a mountain? In particular, as on the river map there are no real mountains or hills but just plains which are a bit higher than others. I don't think that I can build the garden in a way which somehow looks visually appealing and satisfy the conditions.
Also the other master pieces I collected so far were all rather disappointing. They either give me stuff I don't need (like influence points, which you don't need anymore as soon as everything in estate is unlocked), or they have negative effect instead of a positive effect (like "reduce food consumption by 10%" WHY should anybody want that? In this game, consumption is the way to get money. You upgrade your citizens such that they consume MORE, so why would you want them to consume less?)
I know, it's early access and not balanced yet. I think these conditions and traits wouldn't be as bad if there is no limitation in the number of master pieces: if you can get unlimited number of master pieces, each with a random trait and condition, you could just ignore the ones you don't like. But if I only get, lets say, 9 master pieces per map in total, I would be frustrated if they all come with completely useless traits or conditions I can only satisfy when I build them in a way that does not fit into my city.
well unless you can build it on a roof what else could it possibly mean? :D
same I have the nice fountain with the trait to build it far away from everything else which is a bit annoying but well my luck is always ♥♥♥♥ anyway :D But as I said the traits will definitely be rebalanced as feedback like yours comes in so thank you for voicing your dislike of these traits ;)
I think you have misunderstood something here :/ I suppose you are referring to the Knight's statue that says: Food need fillness duration is increased by 100%? That is meant to make citizens more efficient, it will at the end of the day reduce your income by some amount but you will need less villagers to produce more goods and as such will be able to sustain more villagers in total therefore again increase your income.
The thing is: if you play it first time, you don't know that these traits are random. You just read "garden, has to be build above other buildings" which does not make much sense. I would reformulate it more clearly, like "has to be build on a higher terrain than surrounding buildings".
I just find it strange that the conditions are random but the effect is unique. It could also be the other way around. In principal I like the idea of having such random traits/conditions, such that each game is unique. But the master pieces should be the main attraction of the city, so it is really frustrating when you are not free in the way you place them.
But migration seems to depend not only on happiness, but also on unemployment. So, I cannot just sustain more villagers, I also have to give them jobs such that new villagers migrate into my town. So yes, the statue allows me to employ more villagers in non-food related jobs, but this not a big advantage, as food is produced so easily that you don't need many villagers for that anyways.
I didn't tested it yet, but I suspect that the statue will do more harm than good.
The question is what "more efficient" means? I guess they don't have longer work times to compensate for the lower food consumption, right?
My Knight Statue, likely the most useful masterpiece and the first I built, had none.
My Officinal Garden Masterpiece had none, and I built it next to my keep. On another topic, its applied effect says "Soldier recovery speed is increased by 2." Two what? 2x? What is the base value of soldier recovery speed? 1? 100?
The same save game I've been using from an earlier version also had the Fountain Sculpture masterpiece unlocked. I understand now what its condition, Minimum number of decorative parts x/15, was going for, and it would have been easier had I built it as part of my Tavern or some other monument with decorative parts. I built it as a standalone though, and every part of it is listed as decorative, so I figured the game just wanted me to make a 15-part fountain to activate the effect. Each part requires marble or gold bars, so it was much more difficult building it as a standalone. It also looks weird because the only reasonable way to get to 15 parts, even after I have four humanoid sculptures, is to place small pedestal parts atop each other.
My Giant Gate had Must be part of the building containing the Great Hall. It makes no sense that something like the Giant Gate should be part of another monument, so I thought that after I built it I could assign the porticullis to be the great hall. Unfortunately, no, it was only decorative. After 20 minutes of waiting for its construction, I tore it down and rebuilt it as part of my Lord Manor. It looked dumb, so I just built the porticullis for the achievement and then tore it down yet again.
The condition generated for my Gem Encrusted Cross masterpiece was Far from other buildings. While not necessarily a good addition to the game, that condition was at least communicated well. The masterpiece I was working on before that, however, is communicated poorly and led me to this thread.
You can adjust the height of monument building pieces such as building an imposing church structure over the residential district. Highest glory to God and all that. Some of the church options even have stained glass window decorations. So when my Majestic Stained Glass masterpiece appeared with the condition All parts are above nearby buildings, is it not reasonable to assume that having this majestic stained glass piece higher than the surrounding buildings is what the condition means? If the developers meant for it to be on a higher terrain, and they shouldn't but maybe they're foolish and did, that should definitely be communicated more precisely.
I'm on the river map, so that condition might not be possible. Even if I had a hill like I now think the condition expects, is it still not possible? It has to be built on an existing building, and that building would have to be on the same terrain level as the masterpiece parts, so how can the masterpiece parts fulfill being above nearby buildings?
In conclusion, most of these conditions are bad. Fewer masterpiece monuments should be expected to be part of existing monuments. Higher than other buildings in particular is communicated poorly but is the worst even if you understand it, especially in the case of masterpieces that cannot be standalone buildings.
You need to build it as part of another monument then, simply open any other monument window and scroll down in the parts list, you will find the masterpiece parts there to add them.
I would expect the 'higher' ones to work more like you say here too.
Otherwise, I'm not bothered by attaching some to other monuments as it helps bring some more variety to those buildings. I like this freedom :)
....bwah? You can combine them? That might need a note as to that possibility, as that one's been puzzling me for a while....
I also got a monument requiring "build riverside" Cannot fulfill this on the coastal map, as there is no river.
The masterpieces are lovely ideas (although on some maps where there is no gold and no way to import any, some are impossible....), but I think they may need a bit of tweaking and explanations.....