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Resources in Foundation are anyway infinite so building anything is only a matter of playtime.
So yes you are basically paying more for better looks instead of spamming the same base camp everywhere.
PS: There are options for early game tools production in the full version, see the iron nodes scattered across the map that can be set-up as early as with 50-60 villagers.
Understandable. But:
Buildings of the same type could scale up in cost to encourage you to expand existing buildings.
Building expansions could give you buffs like 10% faster production rate or 10% more happiness.
Building expansions could give you pomposity (I dont know the english word you use for it)
Or:
You start with way more tools in the beginning, and the lumberjack camp just costs like 10 or 15 tools. That way it is better to invest some regrowable logs and planks and some tools instead of using so much of the (in the early game) expensive tools.
This is extremely cheesable for maxing out happiness even if you were to reduce the bonus to 0.1% people would just spam these to counteract any negative happiness penalties the game would throw at them.
As for the production rate buff, Foundation doesn't work with rates, but distances and walking times. It's not like Anno or Satisfactory where you can just slap a 10% on any building and it multiplies it's output directly like in a spreadsheet. This is also the reason min-maxing just doesn't work in Foundation, if that is what you are after it simply can't happen.
I assume you mean splendour, yes that could be done, but as you will see in the full release the amount of parts that give you splendour are so many that a bit more from there as a "reason to build expansions" is moot.
That is something that could be done tbh for the main hut to cost 5 tools where all expansions cost 1-3, I will pass this on to the devs as feedback :)
So first lumbercamp might be way cheaper than normal and that's only valid one time. After that any further ones cost more resources so that they scale better with their upgrades.
At that point upgrading becomes beneficial over building more and more camps because you can price additional lumber yards at a higher cost than the upgrades. With the benefit being that they can harvest from a new area and thus help expand the settlement and streamline resource flow - which when someone is at that stage they should have more resources coming in anyway that its not a barrier to gameplay .
That's what I kind of meant by scaling costs, but your way to put it is simpler therefore easier to understand.
@Minotorius:
Foundation uses rates indeed: there is a specific time that every lumberjack spends at the tree swinging is axe until he gets the resource. This could be the point where yih could get a speed buff.
According to the happiness buffs: exploit is always a problem, but it is a question of balancing. Make it 3% happieness buff, make it happiness buff just for the workers in the camp, make it with a max cap of this buff. Those three adjustments could decrease exploit in a effective way, especially the "buff cap and only affects lumberjack themselves"
Initial resource cost of a building does not matter that much in the long run, but efficiency does, especially with walking times the bigger your settlement gets. That matters less if you stack the wood production, refinement and storage facilities one place though. For the most part is gives you more option on how to build your city, which I think is one of the biggest points in this game.
For very early game, getting multiple camps is very much the better choice, especially you probably also want to cut away some trees in different parts of the map to get some space, but that might not be relevant forever.
Interesting point if view and tbh I do agree with you. I like the way you look at the "safe trips for storage carriers".
I was fairly certain the extensions gave labour splendor too.
I dont really understand what you mean by 3 camps part of the same buildiung. But as far as I remember every expansion has a cap, but in my calculation I built the max cap of the workers adding expansions - then you have 3 + 12 workers.
According to storage it is the same: the small has a cap of 5, the middle idk, the big one a cap of 3.
There are expansions giving your splendor, yes, but as far as I remember only the pure decorative ones, not the ones which give you workers or storage.
I thought you might be able to do that with the woodcutters too and then have a combined workplace with combined storage, but have not tested that (and I don't want to install the demo anymore just to test that). Are there only the extensions selectable in the build menu on the woodcutter or also still a woodcutter camp (with no 1/1 cap shown)?
As soon as you did the first few steps of the tutorial, you get access to the progression tree. The woodcutter extension is also a demo-only thing until the end of month
The EA version has a tech tree aswell. Just not the "technology" for expansion of lumerjack camps.
I see but I dont know. Ill wait for the 1.0 to test it.