Ryika
Lazy Wannabe Artista
- Joined
- Aug 30, 2013
- Messages
- 9,395
Ah, sorry. Had to leave my pc in the middle of writing an answer and forgot to come back to it later. Here's the quick version:
I think it's the lack of "milestones". In Civ 5 you always had specific moments in time where new stuff entered the field. You got your religion and started spreading it, you unlock that wonder that you want, Idiologies come in, Air Units come in, etc. The base game is lacking that as well, but it's so short that it doesn't matter that much. I feel like the fact that you made games longer is great, but I feel like you should think about adding some sorts of accomplishments that shake up the game(play) a bit.I know it can be tricky to articulate but do you have a sense for what made the games feel slow? Progression through the tech web was taking too long? Affinity level felt low? Cities taking too long to build stuff?
Yes, farms feel good now. I have not played around with advanced improvements that much.Have you got a chance to try out Vivarium-boosted farms? Does it change your initial view or is the building too much of a hassle to be worth it? Do you find the other non-resource Improvements (ei: Academies, Manufacturies, Domes etc) to be worthwhile or marginal?
I used specialists when I felt my city wasn't going to grow much further for a while, being aware of 2-food farms did of course change that a bit. Right now I'm not quite sure what to make of them, I ignore most of them and focus on growing my cities.You mentioned using Specialists, how often would you build the Specialist only buildings (Growlab, Recycler, Thorium Reactor, Lab, HoloSuite)? In all of your cities? Were you running every specialist slot you had or where there often slots that went unused? You called the yield from Specialists "free". Can you elaborate on that? Free as in no tile maintenance right?
No, I guess it was mostly laziness later in the game. I'll make sure to try trade routes in my next games.For Trade Routes, did you not want to build them because you didn't want to lose the food/production bonus Cities get if they don't have a Depot? Do you have a sense of what percent of your cities had Depots? For example, if you had 4 cities did only your capital have a Depot? Of the Trade Routes you did have, were they Internal, Station or International?
That's good to hear and understandable.Wonders are something I want to change but will most likely have to wait until after the first public release. I have been hesitant to speak too much about my future plans for the mod because I want to get the current execution solid enough that people will be willing to stick around for the future versions.