Author Topic: Chapmen Removal  (Read 4372 times)

Offline Mick

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Re: Chapmen Removal
« Reply #15 on: May 07, 2013, 03:07:50 pm »
Alright alright, you convinced me!

I've never been able to build ale so I didn't really consider that.

Offline Cinth

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Re: Chapmen Removal
« Reply #16 on: May 07, 2013, 03:10:26 pm »
Two real good things that this change hammers in are the resource chains and the division of raw/finished goods.
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Offline iozay

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Re: Chapmen Removal
« Reply #17 on: May 07, 2013, 03:10:57 pm »
Too be honest, I personally had the habbit to make hidden backyard town(That was only accessable by passing a guard tower) after a huge path of straight tiles to hide my resources from the war :P It was my trick  to not lose if I was hiding a bit too much ^^

This makes things harder to protect though if you still wish to maintain an economy and might be risky in combination with crime. Let see how it works out :)

Offline PokerChen

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Re: Chapmen Removal
« Reply #18 on: May 07, 2013, 04:51:34 pm »
 Well, good riddance!

 Next step: manufacturing building are no longer capable of produce an infinite amount of the manufactured (local) resource on demand. You can no longer support 5 barracks with a single lvl 1 butcher, as it can only support a maximum of 40 resource conversions per turn (this means 40 pork from 20 pigs, enough to feed 2.86 soldiers). In order to increase capacity, you must either level up your buildings or build more of them in town.
« Last Edit: May 07, 2013, 04:55:45 pm by zharmad »

Offline x4000

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Re: Chapmen Removal
« Reply #19 on: May 07, 2013, 04:53:26 pm »
Next step: manufacturing building are no longer capable of produce an infinite amount of the manufactured (local) resource on demand. You can thus no longer support 5 barracks with a single lvl 1 butcher. In order to increase capacity, you must either level up your buildings or build more of them in town.

I think that would be extremely confusing, especially when paired with the costs of things in the direct placement.  I think that limiting available space per town with the resource producers being a part of them will accomplish more or less the same thing, honestly.
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Offline orzelek

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Re: Chapmen Removal
« Reply #20 on: May 07, 2013, 04:58:55 pm »
Are you planning to make upgrades increase raw resource production along with this?

Offline x4000

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Re: Chapmen Removal
« Reply #21 on: May 07, 2013, 05:00:32 pm »
No, I don't think that's a good idea; I think that makes things too easy.  The only way I'd consider that is if we cut the baseline production pretty harshly.
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Offline PokerChen

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Re: Chapmen Removal
« Reply #22 on: May 07, 2013, 05:07:49 pm »
Next step: manufacturing building are no longer capable of produce an infinite amount of the manufactured (local) resource on demand. You can thus no longer support 5 barracks with a single lvl 1 butcher. In order to increase capacity, you must either level up your buildings or build more of them in town.

I think that would be extremely confusing, especially when paired with the costs of things in the direct placement.  I think that limiting available space per town with the resource producers being a part of them will accomplish more or less the same thing, honestly.

Resources for global tokens are themselves already obfuscated, because it is far clearer to write e.g. "40 iron + smelter" instead of "10 steel" when steel is a local resource but you can place the resulting token anywhere. I expect such things to be resolved soon. ;)

Offline x4000

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Re: Chapmen Removal
« Reply #23 on: May 07, 2013, 05:09:19 pm »
I don't.
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Offline PokerChen

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Re: Chapmen Removal
« Reply #24 on: May 07, 2013, 05:11:37 pm »
Ok.

Offline x4000

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Re: Chapmen Removal
« Reply #25 on: May 07, 2013, 05:14:09 pm »
It's really a matter of clarity on there; plus if you lose your finished goods producers.  Thematically it makes more sense for them to need those kinds of resources, which I've explained before.  And also if you lose your last producer of X type, you lose access to that good.  Plus there are certain finished goods like venison or ale or water flasks that are only in the town itself and are unlocked (basically they produce finished goods for free, directly), and those again are used by the global tokens.

In other words, suggesting something like that is a pretty hefty revamp in ways that I feel affect both gameplay and theme negatively, while simply having the goal of doing some equivalences that are simpler.  I've noted that elsewhere, though not quite in this much depth, hence my rather short reply. ;)
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Offline PokerChen

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Re: Chapmen Removal
« Reply #26 on: May 07, 2013, 05:28:01 pm »
Well, please ignore me then since I'm really reductionist when doing my accounting. :P When I see a hammer, I see iron and wood.


Offline x4000

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Re: Chapmen Removal
« Reply #27 on: May 07, 2013, 05:56:46 pm »
Hahaha.  ;D
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Offline Aquohn

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Re: Chapmen Removal
« Reply #28 on: May 07, 2013, 06:14:56 pm »
Hmm, I think a bunch of people (including me) have floated this on Mantis, but can we have some visual guide as to what constitutes the boundaries of a town (i.e. highlighting the squares when we're constructing)? This becomes especially important with this update.
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Offline LaughingThesaurus

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Re: Chapmen Removal
« Reply #29 on: May 07, 2013, 06:55:48 pm »
I'd actually like just having the radius of a town always be displayed, a la civilization. It's pretty important information to have.

 

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