Author Topic: Town specializations?  (Read 1850 times)

Offline nas1m

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Town specializations?
« on: June 28, 2013, 01:00:12 am »
Regarding the 1.014 Patch notes: What are Town specializations and why have they been removed :)? Is this the ressource producer tile adjancency bonus idea that popped up in the forums some time ago? Hope it only got pushed back a patch then - to finally get *this* beast out of the door ;D...
« Last Edit: June 28, 2013, 01:01:44 am by nas1m »
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Offline Misery

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Re: Town specializations?
« Reply #1 on: June 28, 2013, 07:36:44 am »
It's looking like this is indeed going to be a monster of an update even without whatever that specialization thing was.

I had a look at the notes for the upcoming patch just now, and.... yeah.  That's ALOT of stuff.  And all of it sounds excellent. 


I had been wondering what was taking so long for this update..... now I can see why! 

Quite looking forward to that update.

Offline x4000

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Re: Town specializations?
« Reply #2 on: June 28, 2013, 11:53:36 am »
Yeah, I had just pushed the town specializations back a release, but now I'm figuring I might have time to get them in here once again.  Town specializations are very simple to explain:

1. All raw resource production amounts dropped by 50% on all raw resource producers.
2. By building multiple resource producers in a single town, each one increases by 50% of the new value.

Aka:
Old Woodcutter produced 2 logs per turn, period.
New Woodcutter produces 1 log per turn, when it's the only woodcutter in that town.
Two Woodcutters in a town produce 1.5 logs per turn each.
Three Woodcutters in a town are back to producing 2 logs per turn each (so at this point it's equivalent to the old way).
Four Woodcutters in a town now produce 2.5 logs per turn each (so now we have a substantial gain that actually equates to another free Woodcutter's worth of wood per turn).

And so on.  Given that there are 24 slots in a town, this sort of specialization can only go so far if you are trying to have military in each town.

THAT said, we are planning to make "large towns" a thing in the first expansion, and those would be 7x7 instead of 5x5.  So those would have 48 slots rather than 24 slots.  I do wonder if the specialization logic would be too abusable in those circumstances.  So there might need to be some sort of cap on the extra efficiency, say stopping at 6 or 8 Woodcutters in the example above.
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Offline nas1m

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Re: Town specializations?
« Reply #3 on: June 28, 2013, 02:00:31 pm »
Thanks for the heads up, Chris!
Really looking forward to the next one :D!
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Offline melkathi

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Re: Town specializations?
« Reply #4 on: June 28, 2013, 02:32:22 pm »
It will be interesting to see how this affects the severity of woes like paranoia or drought.

 

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