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Thank you for the excellent feedback and detailed notes. It seems like you put a lot of thought into these as I can't seem to make much of a counter-argument on the suggested costs. I agree with most of them and will be rolling out an update within a few days of posting if nothing alarming happens.
(I also love the way you format your posts. I'm too lazy to look up how to do this stuff properly.
Here are a few things I would like to comment on your suggestions before I start working on fixing/tuning the mod:
Consuming Builder
I'm on the edge about having the builder be consumed in all three cases. I'm leaning on doing that for mana but not sure on knowledge.
Food (Population)
This change is a no-brainer.
Gold
I'm not really sure what to do with this one. It's a really annoying problem tbh. It is THE resource of the game. Depending on your game settings it's too cheap or expensive right now. I think I might have to leave this one as it is right now.
Reasons to keep cost as is:
- Players that end up with too much gold to deal with (Dwarves) this is an easy way to alleviate upkeeps around turn 20-50 and profit long-term...
- Games with city-building turned off it's the one of the only ways to boost gold production...
- Turtling is perhaps made too easy.
- Keep other choices more attractive and have this as a high risk investment.
Reasons to lower cost:
- It can be razed...
- It pays itself back slowly...
- ^ too slowly...
Mana
I know right
Mana Cost = 200*X%
Gold Cost = 250 - Mana Cost
X is either 30, 50, 80 or 100 depending on race. For example 100% for Elves, 30% for Dwarves.
I like your approach better though. Simpler. I guess I got the Engineer mindset... making things unneccessarily complicated for no reason. With cheaper production cost I will most likely end up having it consume the builder.
Knowledge
Like I mentioned, really on edge with this because having it consume the builder might make building mana/gold buildings much more attractive and overshadow this. But your cost suggestion seems on point.
Production
Well put. That seems to be a good cost. Considering the 3-turn build time that cost does make sense. EDIT: Considering that you can use it to produce more of other resources it's not such a waste.
Happiness
Here is something I mostly disagree with. I think having a place to get units from outside of the city while doing other things (buildings or more gold) in the city is actually pretty powerful. And you also get a happiness boost.
However! I don't disagree completely. I can see now that the base cost is too high. I will probably settle on your suggested cost or something close to it like:
50-150g base cost
12-25g per 10 happiness
Other news:
I've been thinking of having the Shipyard for all races, but I'm not sure what to give Humans instead.
I'll see if I remember to fix the Ziggurat description/bonus! Don't remember right now which one is faulty...
For mana / knowledge:
One other advantage of having more than just gold buildings consume the builder is that you have multiple options of how to "settle down" a builder that's built all the roads/farms/etc that you need in the area. Otherwise those poor Frostling builders might just be disbanded when you're done with them rather than make low-yield mines. For that reason, I really like the idea of gold and mana at least both consuming the builder.
However, I'm not super zealous one way or the other on knowledge either...it is a good resource to have, from the very early game right up until you finish researching everything...when it abruptly becomes completely worthless. =P Since it appears in your GUI up at the top along with mana and gold I thought it would be nice to treat it the same way mechanically. However, I think you may also be right that it would get overshadowed, since the benefits of building up knowledge by a lot (compared to what you'll naturally get) could be much less apparent. You can never have too much gold, and now that I have your item-forge I even have a useful place to dump extra mana if I'm making hundreds more a turn than I can spend on spells. :) Knowledge feels like it's less than that...and for low-yielding knowledge buildings the "balanced" price point for what they give might even be less than the cost of a builder. Either way, so long as the cost is balanced to the reward, it'll be good.
Thanks again for your hard work and awesome ideas!
1.) Column of Champions (gives an experience level to the first units that visit it)
2.) Something else in the nautical theme, like a light-house that adds population, hammers, and maybe a bit of gold along with vision.
3.) A factory that gives a ton of production.
4.) A small passive upgrade to their builders, like +4 movement.
New update is out. I took a lot of pointers from your suggestions, but didn't lower the costs as much. For example I settled to halving the cost of production buildings (15g/point) instead of the suggested (12g/point). However I also lowered the building time to 2 turns. The three "non-upkeep" resource buildings take 2 turns to build while mana/gold ones take 1 and the builder as sacrifice. Inn is kept at 3 turns and lowered the cost close to the suggested amount & the special buildings now take 4 turns etc.etc.....
I have included my excel-tables to the pictures so people can easily see everything in one place.
Thank you for your latest suggestions. Those are some good possibilities to consider for humans.