ok, so I have been beta testing and i have a sugestion for the city building mechanics of the game. i think that you should be able to mark off land in your control as diffrent districts then specify what kinds of buildings can be made in this district (EX. district N = light residential - hovel; hut; small market...)
once the district has been set up the ammount and types of buildings made will depend on the needs of the people in the disrict.
you would still be ablt to build certain buildings (barracks; palace...) but all housing, markets, and some recourse buildings would use this system
Comments and questions please!
With the changes in 0.264 city building got even worse.
Now you can't build stuff out, till the one building you're building is built.
I.e. X O O O
where X is an existing building and O is a planned building isn't possible anymore. You can only build
X O
thus making it necessary to build one building after each other, visiting a city each time something got build to select the next building.
I think though this is only a temporary change, since it is incredible frustrating, and I hope we will soon see a new system for city building and resource connections.
Well, you may queue the buildings. So it is not as terrible as you think. But if you assign their production, you can not change theirs order. But I don't afraid. It is so obvious it will be changed.
So basically undo the stretched houses syndrome with auto-roading? I think that's the obvious aesthetic solution.
I like the organic growth, sim-city ideas as well. Its a lot less artificial than a purely tile-laying method of city growth. Also agree that growth limited to one building per turn is too artificial, though that's pretty standard for turn-based games. Espcially liking Cuddlelump's ideas.
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