And building all the buildings in all your cities always is "exciting"? I'd say that this is both boring and mundane. At least processes can be run forever, so needs less micromanaging.You're just left with processes, which are "boring".
And building all the buildings in all your cities always is "exciting"? I'd say that this is both boring and mundane. At least processes can be run forever, so needs less micromanaging.You're just left with processes, which are "boring".
I challenge that. Why only then? Why don't we make it a viable alternative when there are building to build, so it's an interesting trade-off decision?should be left as the something you do when you run out of all other things to do, design-wise.
Unless you get instant yields for building *taps head*There is no point in building for the sake of building
So then you build a building for the trigger, not just for the sake of it.Unless you get instant yields for building *taps head*
Nah, in VP's case it's "which building should I build first".The ultimate purpose of a strategy game should be to make decissions: "which building should I erect here"
And the answer is often the same for most of your cities.Nah, in VP's case it's "which building should I build first".
But everyone has a different order. Which sounds to me that either it doesn't matter, or it's so complex that nobody has figured out the optimal order, if there's any. Or the optimal order is different for each city after all, but it doesn't matter enough in the long run.And the answer is often the same for most of your cities.
I'd guess that deity players building order is 80-90% the same.But everyone has a different order. Which sounds to me that either it doesn't matter, or it's so complex that nobody has figured out the optimal order, if there's any. Or the optimal order is different for each city after all, but it doesn't matter enough in the long run.
Yeah, it's currently designed that way. It doesn't mean that it's better than "which buildings should I build and which I shouldn't.Nah, in VP's case it's "which building should I build first".
Don't apologise! Such constructive critic is very much welcomed, so don't hesitate! And I agree with you. Welcome to the community!The ultimate purpose of a strategy game should be to make decissions: "which building should I erect here", depending on the map conditions and your strategy. If you have to build them all in order to keep unhappiness under control, it becomes a meaningless task; something to automate. I understand the purpose of the happiness concept to slow down the snowball effect, but when it forces you to spend most of the time building coliseums and baths on every city, to me seems a clear step backwards. I remember that feeling playing civ 2 (yes, i am old) and i thought we had got over it. There are lots of things that I love of VP, but that one -actually the hole happiness rework- puts me off quite significantly. I think it was good enough as it was in vanilla. In fact, my understanding is that the concept of luxuries/strategic resources was introduced precisely to encourage the players to expand in different ways than the typical -and quite boring- oil puddle. Now it matters less what land you control because we depend on building tons of things in the city, making all the cities the same.
I apologise for making a complain in my first post in this forum, but i would not bother if the mod wasn´t that good. Is "almost" there, but this bit needs a serious rethink in my opinion.
Having "buildings that shouldn't be built" implies that they sometimes provide negative benefits. This is bad for AI decisions.Yeah, it's currently designed that way. It doesn't mean that it's better than "which buildings should I build and which I shouldn't.
Could be, but not necessarily. A reason not to build could also be, that it's not worth it given the cost.Having "buildings that shouldn't be built" implies that they sometimes provide negative benefits. This is bad for AI decisions.
This is a very enlightening answer: so is not that the modders believe this is the best way to play civ, but is the best way they could figure out given the limitations of the AI?Having "buildings that shouldn't be built" implies that they sometimes provide negative benefits. This is bad for AI decisions.