I'm quite sure that I have seen the information that it means choice of the specialization type is permanent, but you can switch between grwoing and specialized output.
Town Focus
Towns without a Growing Town Focus send all their Food to Connected Cities
- Growing Town: Increases Town's Growth by 50%.
- Fort Town: +5 Healing to Units and +25 Health to Walls in this Town.
- Urban Center: +1 Culture and Science on Quarters in this Town.
- Farming Town: +1 Food on Farms, Pastures, Plantations and Fishing Boats.
- Mining Town: +1 Production on Camps, Woodcutters, Clay Pits, Mines, and Quarries.
- Trade Outpost: +2 Happiness to each Resource tile in the Town and +5 Trade Route range.
Urban centre sounds like you could make university towns which is thematically fun.
It seems that trade outpost specialization will highly benefit making a crossroads.
I'm very excited for towns, my wishlist item for any "Future Civ" was that towns would spontaneously pop up based on surrounding map features and the like, my big example was wherever 2 roads crossed there would be a chance a town could form and grow into a city, or at the site of a river crossing. A university town might pop up between an area surrounded by high science cities. A mining town might pop up at a gold resource site just outside your empire, and it could glomb into your empire if you get close enough or send military too it.
Its nice to see we can just make a small town to grab a recourse or take advantage of a singular map feature or requirement and not have to worry about feeding it or growing it so that it is fully productive and happy.
That is likely the case (albeit you can change back to growing), but still the text there sounds strange. Why Growing Town increases the Town Growth, if it doesn't growth at all when in a specialization? I guess maybe it just means it produces 50% extra food, and the food that isn't part of that extra 50% is likely sent to the cities too, so a growing town also has uses for the cities.
Obviously tile improvements can be purchased in towns. If you put down a town to access some sweet sweet iron, you must be able to have a mine there. And since towns don't have build queues, logically improvements must be purchased.
Obviously tile improvements can be purchased in towns. If you put down a town to access some sweet sweet iron, you must be able to have a mine there. And since towns don't have build queues, logically improvements must be purchased.
Wasn't expecting to be so prominent in the UI tbh... Is it really going to be as important as food, gold, or happiness? I kind of assumed that it would be a niche thing on the side, but this suggests the devs want us to think of it as a central aspect. Interesting.
And, if this doesn't take the thread too far off topic, do we know how happiness works? It's clearly global, but do we have a clear idea of the sources and sinks for it? The benefits for being over / under?
Everything dealing with other civs or IPs would use it.
Diplomacy can
-give you direct economic bonuses orpenalties
-affect your/your enemy’s war weariness (the happiness of the empire in war)
-get you access to resources
Is that right?? I’m hoping you’re correct. If that’s the case, then the descriptive text is quite misleading.
Although I guess what your saying does make some sort of sense…Population still requires food to grow right? So if a town gave up all its food, the citizens would starve.
Is that right?? I’m hoping you’re correct. If that’s the case, then the descriptive text is quite misleading.
Although I guess what your saying does make some sort of sense…Population still requires food to grow right? So if a town gave up all its food, the citizens would starve.
I would imagine they stop growing and send the Excess food.
so
Growing Town: Your Growth food is boosted by 50% (over what a city would have)
Other Town: you get bonuses to output but all the excess is sent to the cities (you don't grow anymore)
Is that right?? I’m hoping you’re correct. If that’s the case, then the descriptive text is quite misleading.
Although I guess what your saying does make some sort of sense…Population still requires food to grow right? So if a town gave up all its food, the citizens would starve.
It's like trading. When you trade a resource, your empire isn't deprived of it, an extra copy is created out of thin air and sent to the tradee. These are essentially internal trade routes, copying their food. Otherwise, as you said, the towns would starve and quickly become useless.
No, it was shown that you were not allowed to swap to any of the other specializations, but you were allowed to swap to Growth again (and they said so as well, if memory serves).
No, it was shown that you were not allowed to swap to any of the other specializations, but you were allowed to swap to Growth again (and they said so as well, if memory serves).
But that still allows Growth->Mining->Growth->Mining juggling.. which makes sense if the non Growth focuses just Don't Grow. (all excess food sent to the cities)*
*How that is divided up will be interesting.... I would guess it is all in one big pot and then divided equally among all cities.
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