Had fun playing this mod :)

Lawrie

Prince
Joined
Jul 20, 2008
Messages
387
Very interesting evolution of the old mods (ROM and AND.)

There is a huge amount of detail but the 'actual' benefits provide a very useful shortcut to dealing with all the options and information.

I found that not being able to build everything in my cities (and being confronted with such enormous choices) actually made for a surprisingly organic gameplay experience. It did feel a bit more 'limitless' and real.

I enjoyed the incorporation of great mods that I hadn't experienced before, in particular the properties tab for the cities listing crimes/fire risks and the implementation of the Revolutions mod.

You guys have done some great work and it was cute to see my civic graphics getting used! Keep it up - I'll try to contribute towards the civic/religions discussion and if I can get sometime if you would like, can help to improve some of the other civic buttons and maybe produce some wonder movies etc.

Regards
Lawrie !
 
I found that not being able to build everything in my cities (and being confronted with such enormous choices) actually made for a surprisingly organic gameplay experience. It did feel a bit more 'limitless' and real.

:mischief:

Thanks Lawrie, help would be much appreciated i'm sure and thanks for your thoughtful remarks, it's always interesting getting new perspectives like this.

On this topic, i've playtested a few different versions of the alternative gamespeed.xml and I found itrain increase by *2.15 and iconstruct by *2.30 fits best. Icreate & Ibuild will be increased for the option too, but i'm not sure yet on the exact increase.
 
I found that not being able to build everything in my cities (and being confronted with such enormous choices) actually made for a surprisingly organic gameplay experience. It did feel a bit more 'limitless' and real.

Indeed. It has provided another strategy to the game, in that you may not be able to build everything nor want to build everything since there are some NIMBY buildings scattered in there too. Such conflict I have found makes for a more interesting game than just loading up the queue with every building possible.

Another aspect is that you sometimes cannot build certain buildings because of city vicinity limitations or even city size limitations. In addition many buildings have pros and cons. Thus the order you build them in can make a difference. Not to mention WHEN you build them. Even how you build them can matter such as using Trade Caravans, Slaves or even Money to build something quicker. For instance building a Treadmill Crane faster can speed up production of all buildings after it.

Lastly you also have the balance of unit vs building vs specialization (ex. Gold or Science). If you build a unit it could mean the difference between your city being taken or not. However building a wall might help you as well.

Or having your city focus on gold could help a struggling economy, but a gold producing building could possibly let you fix your economy while still producing things in your city. All of these issues and more face the player with so many buildings (and units) to choose from now.
 
I repeat city size is just wrong. What makes a city is not the population but what is built in a city. A rich nation with low population will have many more of these buildings than a poor but populous nation for a settlement with the same population. This is exactly the error SimCity makes!

Someone needs to do for city administration what Praetyre did for the economy buildings.
 
Someone needs to do for city administration what Praetyre did for the economy buildings.

Hydro, and your trainee's, sounds like a challenge from DH for ya!!:p
 
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