Improvement repair speed in new patches

GoreBush

Chieftain
Joined
Jan 15, 2016
Messages
28
Always play on marathon and have a 6-turns repair period which is reasonable. Come back to Vox Populi after one year rest and realize that now it takes only 3 turns. Feels weird. Now it is pretty pointless attempting to destroy as many improvements as i can before ceasefire and delaying enemy development such way. Same with event choices that takes away good chunk of city food/production OR turns some improvents around to pillaged state. Choice is nonexistent now - you can restore your farms and mines almost instantly.
 
No? Repair time doesn't scale with game speed.
 
Ok. I strongly disagree that repairing time has tactical appliance only. Pillaged tiles leads to massive income decrease and unhappiness ( directly through pillaged tiles itself, through decreased yields unmeeting needs requirements, through disconnected luxuries ) and repairing after a huge war usually takes some time and efforts.
But now quicker game pace means more devastating pillage. 3 turns on Marathon means literally nothing, 3 turns on Quick and even Standart is brutal. Also it breaks balance of choices for some events where pillaged tiles are potential outcome.

And all of this is sort of sacrifice to balance one or two espionage missions? IMHO, better then just to remove this missions completely ( if no other ways to adjust it to different game paces )
 
We should keep the fort as being agnostic to game speed, regarding both build time and repair time.
 
How hard would it be to get a toggle option to scale repair times with gamespeed?

As it is on Marathon, pillaged tiles are just an inconvenience and I have never opted for those missions from events personally.
 
You can permanently pillage everything on marathon with spy missions (only 15 turns cooldown) if repair time scales with game speed.
 
All tactical stuff doesn't scale with game speed.
 
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