Factory Town

Factory Town

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Apr 24, 2021 @ 11:10am
Town Centers & Town Specialties, plus Campaign Map #7!
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Showing 1-15 of 64 comments
Chakalle Apr 24, 2021 @ 12:30pm 
good idea to create objetif to make mutli town :)
ValkyrieMoon Apr 24, 2021 @ 12:32pm 
WOW, this is great. Look forward to playing this again. Thank You for continued fantastic work.
vizthex Apr 24, 2021 @ 12:38pm 
Well now you have to re-name the game to "Factory Towns".

Looks cool though. I hope the AoE gets buffed, it looks like bases have a pretty small area compared to other things (or maybe markets & such could increase the radius? Perhaps both?)
Erik Asmussen  [developer] Apr 24, 2021 @ 12:43pm 
Originally posted by vizthex:
Well now you have to re-name the game to "Factory Towns".

Looks cool though. I hope the AoE gets buffed, it looks like bases have a pretty small area compared to other things (or maybe markets & such could increase the radius? Perhaps both?)

The Base/Town Center AoE increases as it levels up, so it winds up covering a pretty large range, basically a full terrain 'chunk'. Open to changes of course if people find it too restrictive.

I had thought about letting Markets increase the town borders as well, but the problem is there's no limit on Markets, so then the optimal strat would be to spam marketplaces to maximize border area...

I'm open to some other building having a town border effect, but it would need some kind of constraint on it. e.g. maybe Markets, but only if they were actively supplied goods? Or a Post Office, if you supplied it with mail?
Last edited by Erik Asmussen; Apr 24, 2021 @ 12:43pm
vizthex Apr 24, 2021 @ 1:10pm 
Originally posted by Erik Asmussen:
The Base/Town Center AoE increases as it levels up, so it winds up covering a pretty large range, basically a full terrain 'chunk'. Open to changes of course if people find it too restrictive.

I'm open to some other building having a town border effect, but it would need some kind of constraint on it. e.g. maybe Markets, but only if they were actively supplied goods? Or a Post Office, if you supplied it with mail?

Ah ok, that's fine then. I think a post office would be good yeah. Perhaps you could use that to send items between towns as well, as sort of an in-between of workers/wagons and better, higher-tier (but more expensive) things.

Perhaps workers and wagons could be assigned to a post office?
Serird Apr 24, 2021 @ 1:16pm 
I've started campaign 5 but the game keep freezing on that save file and I have no idea what could trigger it. :winter2019sadyul:
Player 1 Apr 24, 2021 @ 1:22pm 
Uff... kinda ruined my current game for me.

I enjoy playing on more restrictive maps (archipelago for example) so most of my resource production was somewhere further away, while the processing was closer to the center.

There's no way the town center, even on highest level, reaches those resources and without the happiness bonus, production there is just way too slow now...

While interesting overall, especially the specialization thing, this whole system makes (at least on my side) current saves absolutely bad builds and I'd have to re-think my whole production/setup.
Erik Asmussen  [developer] Apr 24, 2021 @ 1:27pm 
Originally posted by Player 1:
Uff... kinda ruined my current game for me.

I enjoy playing on more restrictive maps (archipelago for example) so most of my resource production was somewhere further away, while the processing was closer to the center.

There's no way the town center, even on highest level, reaches those resources and without the happiness bonus, production there is just way too slow now...

While interesting overall, especially the specialization thing, this whole system makes (at least on my side) current saves absolutely bad builds and I'd have to re-think my whole production/setup.

I'm open to rebalancing or adding new player options (e.g. 'Happiness is Global'). Honestly it's very likely that some of the new production boosts aren't properly balanced, so I'm looking for feedback on that too. But just to make sure - are there other ways you can boost those buildings like adding more workers, supplying Steam, having duplicate buildings, etc. that would keep things moving at an acceptable pace?
vizthex Apr 24, 2021 @ 1:31pm 
Originally posted by Player 1:
Uff... kinda ruined my current game for me.

I enjoy playing on more restrictive maps (archipelago for example) so most of my resource production was somewhere further away, while the processing was closer to the center.

There's no way the town center, even on highest level, reaches those resources and without the happiness bonus, production there is just way too slow now...

While interesting overall, especially the specialization thing, this whole system makes (at least on my side) current saves absolutely bad builds and I'd have to re-think my whole production/setup.

This is why I restart after every update, lol
Player 1 Apr 24, 2021 @ 1:36pm 
Originally posted by Erik Asmussen:
I'm open to rebalancing or adding new player options (e.g. 'Happiness is Global'). Honestly it's very likely that some of the new production boosts aren't properly balanced, so I'm looking for feedback on that too. But just to make sure - are there other ways you can boost those buildings like adding more workers, supplying Steam, having duplicate buildings, etc. that would keep things moving at an acceptable pace?

All buildings that can, already had steam and max workers. I could probably double (or tripple) the buildings, but that would also mean I'd need more workers, which I'm already rather short on.

The biggest issue on these maps (for me at least) are farms and the forester, since there's so little greenery to place them, and having them close to the city center would take up way too much space from houses and processing buildings.

As you mentioned in your other post, some building that would extend the range, or at least the happiness modifier, would be a rather "easy" fix. To my issue at least. Even if it means producing some extra reasource and supplying those buildings, it would probably be still way cheaper than doubling down on resource buildings.
SmashingSnow Apr 24, 2021 @ 1:38pm 
Man this game keeps getting better and better. Every new update I tell myself I'm going to sit down and finally play this game. Keep it up
SketchyGalore Apr 24, 2021 @ 2:00pm 
Looks awesome! I like the idea of having more and more reasons to spread out and make transportation networks, and I really like the idea of having some more town building aspects to the game. Keep it up!
Erik Asmussen  [developer] Apr 24, 2021 @ 2:19pm 
Originally posted by Player 1:
The biggest issue on these maps (for me at least) are farms and the forester, since there's so little greenery to place them, and having them close to the city center would take up way too much space from houses and processing buildings.

How about this - now that you can have multiple Town Centers, can you build satellite towns near where your farming / forestry is already happening and then assign the Farming or Forestry town specialty to them? It's very powerful - basically doubling your crop output.

Hope these suggestions aren't annoying - I'm just trying to see if the existing tools are sufficient or if changes need to be made to the game : )
GB.FlyveHest Apr 24, 2021 @ 2:40pm 
Haven't played the game yet, just following the posts, but these sounds like great changes, and I especially like the idea about specialized towns and incentivizing trade routes.
Nekrolysis Apr 24, 2021 @ 2:48pm 
Thanks for the hard work! :lunar2019piginablanket:
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