Elhoim
Iron Tower Studio Dev
Back to OpenDev thoughts...
The thing I like the most about the game in general is how it focuses on a few core concepts with its rules, keeping them at a manageable level so that you can juggle with them in your head. Combat bonuses, for example, are only a few:
- Bonus on high ground.
- Penalty on river.
- Forest bonus vs ranged.
- Flanking.
- Role bonus (vs cavalry, for example).
- Special ability (Hoplite when next to each other, Immortals on high ground).
I might be missing something, as I can't check with the game right now, but it's just 6 concepts that you can easily remember and just act more instinctively when creating tactics.
The same goes for district adjacency. Coming from Civ VI they felt too simplistic, but then I realized it's a strength. With Civ VI I always felt that the rules weren't taking something into account like: Why mines boost the industrial zone and mills don't? Why the Oasis doesn't boost the merchant district? Or many others in which felt that no matter the amount adjacency rules some rule was missing. Here it's more intuitive. The district exploiting only one type of yield from tiles is great, in a way, creates natural "adjacency" rules without having to explicitly spell every terrain/feature/resource. Do you see a tile that has a science yield? Place a science district next to it to exploit it. And in general the rules are that
- Food and production districts get adjacency with each other
- Science from production districts
- Money from food districts.
- Strategic resource extractor from production district.
- Luxury resource extractor from money district.
- Harbor from money district.
In general synergy bonuses are logical and simple, but generate some very insteresting interactions due to the ability to place several of them, so you can create things like harbors, surrounded by markets, surrounded by farms.
Damn, I can't wait for this game to be out
The thing I like the most about the game in general is how it focuses on a few core concepts with its rules, keeping them at a manageable level so that you can juggle with them in your head. Combat bonuses, for example, are only a few:
- Bonus on high ground.
- Penalty on river.
- Forest bonus vs ranged.
- Flanking.
- Role bonus (vs cavalry, for example).
- Special ability (Hoplite when next to each other, Immortals on high ground).
I might be missing something, as I can't check with the game right now, but it's just 6 concepts that you can easily remember and just act more instinctively when creating tactics.
The same goes for district adjacency. Coming from Civ VI they felt too simplistic, but then I realized it's a strength. With Civ VI I always felt that the rules weren't taking something into account like: Why mines boost the industrial zone and mills don't? Why the Oasis doesn't boost the merchant district? Or many others in which felt that no matter the amount adjacency rules some rule was missing. Here it's more intuitive. The district exploiting only one type of yield from tiles is great, in a way, creates natural "adjacency" rules without having to explicitly spell every terrain/feature/resource. Do you see a tile that has a science yield? Place a science district next to it to exploit it. And in general the rules are that
- Food and production districts get adjacency with each other
- Science from production districts
- Money from food districts.
- Strategic resource extractor from production district.
- Luxury resource extractor from money district.
- Harbor from money district.
In general synergy bonuses are logical and simple, but generate some very insteresting interactions due to the ability to place several of them, so you can create things like harbors, surrounded by markets, surrounded by farms.
Damn, I can't wait for this game to be out
