Note that towns that were cities in the previous age have a significant discount on being made cities again.I think conversion to city after say 50% of the age is unlikely to recoup the cost.
The design goal behind towns is to allow settlements that require minimal micromanagement. Towns exist to support your cities. I believe what sort of towns they become is not intended to be a major decision.My biggest issue right now with towns are their specialization options are pretty meh overall. Food, production, then the one that gives influence are the only 3 worth taking. The first and last only if the city is connected. The rest of them are very situational. Their bonuses arent that impactful either imo. These options usefulness gets worse as the era goes on.
idk about that. They lock you into whatever choice you made, so you have to carefully pick the right one. If they are going to give players options that are one and done, they should all be worth it. If there were cooldowns on when you could swap out of it, or pay to change, then having them not be as strong would be fine.I believe what sort of towns they become is not intended to be a major decision.
They lock you into whatever choice you made, so you have to carefully pick the right one.
Indeed, i would rank Food #1 to feed your cities, Production distant #2 for more gold, and influence #3. 1 and 3 are only good choices if they are connected though. The factory choice can be ok, but i find myself swimming in gold at that point usually. Influence also falls off imo in the later eras. This is why i find all the other choices other than food needing some help, or the food one tweaked.(the right one is Farming/Fishing Town)
Conversion is indeed 1:1, which is also why I consider production to be a near-useless yield for towns.
Towns are definitely valuable to feed cities though, in particular later on. A town can easily produce 80-100 food in the Exploration Era, which is itself already more than a city can produce, and if you've got, say, 5 cities and 10 towns, your cities are growing three or four times as fast thanks to the towns. If you convert everything to cities, you'll hardly get specialists because they just aren't growing.
Also, building maintenance actually stacks up quite a bit in cities, and towns not having as many buildings (and converting production to gold) is quite influential in keeping your gold balance positive.
I dont think production tiles are useless, as it is more gold
and is good to have when converting to a city.
The game does have a yieldflation issue, that gets worse as the game goes on. Endeavors cost more, and the return is less compared to early in the game or era. +1 yields here and there are strong early, but pretty weak later on when you have hundreds or thousands. Im hoping its something they tackle.
I’m unclear if this is the mechanic, or if it’s based on population size. Also, if you are upgrading cities at the start of an age the cost per city goes up as you start to upgrade themNote that towns that were cities in the previous age have a significant discount on being made cities again.
In a recent game, I specifically checked the cost for a variety of town sizes that had all been cities the prior age. The cost was the same for each.I’m unclear if this is the mechanic, or if it’s based on population size.