I find it tedious to place buildings. The UI for it is a little clunky and it's sometimes hard to distinguish where you are placing the building, and the system feels gimmicky as you can help units move faster through your empire by snaking out the cities.
Even in my first real playthrough of the beta, I found myself just clickng the BUILD button and letting the game auto-place the buildings. This felt like I was losing out somehow for not micromanaging the placement, so in the end I just started to not like the whole system that much. Also sometimes even though I mean to place the building, I click the BUILD button by habit from all of the other 4x tbs games and it auto-places the building. Then it's a hassle to demolish the building and place it again.
I just don't see the big benefit of this building placement stuff. I know a lot of effort was spent on making all the building tiles, but I feel like the Civ way of having the whole city encompass just one tile is the best way to go.
One alternative I was thinking was enlargening the city as it levels up, so that level 2 cities take two tiles, level 3 cities three or four tiles and so on.
I've no idea if I'm in a tiny minority here or not, but at this moment this is how I feel about it. Maybe if the buildings were more meaningful than all the workshops and inns and whatnot that give tiny bonuses, I would not think the same way.
Limiting the improvement placement area to the surrounding 9 tiles does nothing to make the building placement more meaningful. I don't support that idea. I support the idea of multi-tile cities as they level up, because that would be a good way to quickly distinguish different level cities from each other. But unless a very complex tile-based improvement bonus system is implemented, I don't see what reason there is to keep the current system alive.
I'm glad I'm not the only one who thinks this way. Mtrixis's comment reflects my thoughts well:
"The entire system feels like the remnant of a design goal they had with WoM, which was admirable - to make each city unique. But that didn't happen, and we're left with a completely pointless placement system that has no positive gameplay effects, and several negative ones (takes time for no reason, the weirdness of teleporting units through a long city)."
"The entire system feels like the remnant of a design goal they had with WoM, which was admirable - to make each city unique.
But that didn't happen, and we're left with a completely pointless placement system that has no positive gameplay effects, and several negative ones (takes time for no reason, the weirdness of teleporting units through a long city)."
I think it should be admitted that the building system just isn't that much fun and serves absolutely no gameplay purpose. Either it needs to be redesigned to make the building placing interesting and fun, or then just admit that it was a lot of work but didn't turn out as hoped. It is very understandable that throwing out a lot of artwork made for the improvements is something you would never want to do, but the truth is that might be the best option here.
One additional negative aspect of the current system that no-one has mentioned is that it means a lot of extra work for modders to create new factions with a customized look.
I loved the way the cities sprawled in E:WoM, whilst I haven't got the beta yet (I am probably in the next batch) I would be very disappointed if it were dropped. Just from an aesthetic point of view, it looks amazing to see discover a sprawling city between a mountain range. A one tile city in comparison would just look a bit naff.
As for making it harder to mod, I agree to an extent, but the flip side is when it has been modded the results are far more stunning than a simple city tile mod would look.
I know my arguments are not based on gameplay, which makes them shallow, but honestly the uniqueness of the way cities behave in Elemental is to me a fundamental part of makes it stand out.
I just think that a whole gameplay feature that has no other puprose than aesthetics and a side-effect of being a gamey shortcut system and an unnecessary hassle to those who don't care about those aesthetics is not good.
The largest problem, imho, is the sprawl and that you can enter it at any point. Perhaps we should only be able to enter the city in the middle tile. Or, if that is surrounded, one of the 3x3 tiles around the original tile. The other tiles would either be blocked completely from passing, or they'd just be "decoration", you can stand on them but that's it, it won't make you enter the town. Enemies attacking the city would be able to attack any tile though. Caravans would have to travel all the way to the core.
I think there is not a lot of interesting choices in level 1 and level 2 cities. It's mostly buildings that boost production in some manner. After that, and with some research, your options become much more interesting, and they're absolutely affected by the city's levelup bonuses.
But at the end of the day, what does a city REALLY do? It has production. It produces tech, and taxes, and ZOC. It provides defensive bonuses to defenders, in various quantities. It can give bonuses to trained units. It provides a focal point for gathering world resources, and caravans. Also some buildings summon defenders. Edit: Cities also function as shops, with some items available from tech and others from improvements. I think if we want to improve on what cities DO, we need to think of interesting ways to expand or improve on those functions, or come up with new ones.
To make the player not build everything in the game, the maintenance part of improvements needs to be tweaked. My logic is thus: if you can build everything, you will. If you are limited, you will only build what you really want. I would test something like 1 maintenance on all buildings, and 2-3 on those that already have maintenance.
Some ideas for new functions in cities:
- casting chambers and similar - improves spellcasting for stationed units, makes mana maintenance on stationed units half cost
- some sort of building that reduces wages for stationed units
- towers that increase line of sight around the city
- some sort of strategic military power, that allows you to attack approaching enemies at range @ la civ5
- buildings that reduce the appeal of the city to monsters and possibly AI. Ie, buildings that make a city look more powerful than it really is, or look LESS powerful than it is
- sieges, with a deeper upgrade system to city walls and defensive structures - perhaps you even get to design the tactical map yourself in a basic chess-like layout
- cities as event-producers or quest-producers or champion-attractors. Ie, having a city with an adventurer's inn gives a chance of random quests and champions appearing
edit2: city improvements that reduce the cost of gildar in the shop
Edit3: The point here is NOT to swamp the user with twenty more buildings that make you go SIGH, even more to place. These options would REPLACE current improvements. So instead of 8 buildings that increase food from grain, you have 2 or 3 and get something else from this list instead.
Forgot the one new city function I want the most, besides sieges: artifact forging.
Oh yes... one lvl 3 building to unlock it. One lvl 4 improvement reduces time it takes to complete. Four lvl4 mutually exclusive buildings have a chance of adding elemental damage. One lvl5 building that gives you a very small chance of producing unique items (highest quality).
"cities as event-producers or quest-producers or champion-attractors. Ie, having a city with an adventurer's inn gives a chance of random quests and champions appearing" - I really like this idea in general and would love for it to be added regardless of what else is done with the city system.
I would have to agree with most posters here. I feel forced to make snakelike cities everywhere to either connect resources so they can be defended properly or attempt to create a "wall" between impassable terrain. I think all (or almost all) current buildings should be sucked into the main city tile, but I don't think the buildable structures idea has to be totally scrapped. They could add a new type of building that works directly off the terrain where applicable that has to be built within 1 square of the city, maybe 2 squares for a higher level city. Things like farms, mines, windmills, and lumbermills, IE a lot like civ style improvements, but instead of being built by workers they are placed through the city build menu. Improvements like farms, mines, and lumbermills should work directly off a tiles yields, building a farm works that tile's grain yield adding it to the city, likewise with materials for the others. Then things like watermills (rivers) and windmills (hills) could add gold instead. These buildings though shouldn't be part of the city like current buildings are, they should be destroyable without engaging the city defense, and units should walk over them without teleporting all over the place.
Imho, that's too drastic. I, too, enjoy the empire-building as it is in the game right now. I'd rather improve on it than throw it out. Fix the faults, keep the graphics.
Another option that I've seen come up in the past is simply making cities smaller. Right now, one tile consists of 2x2 citytiles. Some improvements take 1x1, and some take 2x2. The suggestion is to increase the number of citytiles each tile gives, so instead of 2x2 you get 3x3. What it means in practice is that you reduce the size of the city on the strategic map by more than half.
Edit: i wonder if such a solution could mean that it'd be possible to limit the city to only the 3x3 tiles around the core tile. Effectively you would have 8*9 citytiles = 72 citytiles. That should be enough, I think? E:wom vanilla without my mods had a cap of 50 and almost noone reached that, and there were plenty of repeatable buildings in E:wom.
Of course, there's the matter of having a river close by which will cause problems on an idea stage. I mean, it would make the tile unbuildable.
The thing is, with the system described above, what's the added value of having the buildings at all? If they are just for decoration, then it generates a lot of extra work for the art department having to make each tile. Extra work that could be spent improving other aspects of the game that serve a bigger purpose.
I agree with most of the suggestions you had about making buildings more interesting, but that deserves its own thread in my opinion.
I didn't read through all of the posts, so I don't know if this was addressed, but the only advantage of "sprawl" that I figured out was enclosing your resources within the city walls.
For instance, if there was a mine and a fruit grove close to one-another, I would build in-between them and build my structures towards both of them. Once a structure is touching a resource, it then becomes encloed within the walls. Thus, to destroy your resource, something would have to successfully sack your town. I got so sick of wandering monsters (especially in regards to caravans--see that post), and it is a waste of resources to have to move army units to guard a resource.
I don't like the sprawl, muself, but that's the only good way I see to use it to your advantage. I assume it's the same in FE.
This I strongly agree with. The whole 'grain becomes food' mechanic is a nice idea, but with all these '+x food from grain' buildings it seems they have just replaced the spamming of houses with this. It's a bit more complicated, but the difference isn't very big.
Meh, that's just hiding the problem more than solving it I think, but it is better than what we have now. But I don't know if the engine could handle something like this.
Sanati, I like your idea. As long as it doesn't turn into civ's spamming of improvements (through construction costs, maintenance cost, occupied population) it could work, the lands around cities are a bit empty if there aren't any resources around.
Personally I would like either; civ's one tile for the entire city (with buildings handled in the city screen), or one tile per level (with building handled either on the map or on the city screen). Combined with some development of the surrounding lands this would make city development a lot more interesting.
JonathanEngr, I agree that monsters sacking your resource tiles isn't fun, but having them included in your town feels wrong to me. Farms and orchards are huge, incorporating them into a city would be nearly impossible. Although we don't have any real city walls, so that helps a bit I guess.
Btw, anyone know what happened to the division of population into farmers, citizens, and dissidents? I saw them in a recent screenshot, but they're not in the game.
Edit: This is the screenshot I was talking about, it's from the 'Welcome to the first public beta' thread.
I will jump in to defend the city building concept. Regressing to the Civ "all-cities-are-one-tile" idea is a non-starter in my opinion. The cities are beautiful things.
You don't need to go crazy (or throw a unique feature into the scrapbin) to fix the problem. There are some really good ideas in this thread already.
I like the idea of penalizing cities for sprawl. So the further from the city center the higher the maintenance. (Can't find who suggested this, maybe I hallucinated that post)
ZehDon's idea: building harmony, where similar purpose buildings work better together. Very cool, very feng shui. (As long as there were UI hints when placing builds which tiles were beneficial and which were bad.) It's also interesting because you could make subtle changes in the harmonies for the races. Which would give cities built by different races a different look.
Heavenfall's idea: The 3x3 per square instead of 2x2 would probably help to keep the cities of a manageable size. But at this point, I imagine such a change would require quite a bit of rewriting for the city-building/rendering code. So maybe we're past that.
You should ask this its own thread. Probably they did away with it because it didn't matter and they had better things to do with the space.
Not convinced. Still haven't heard anything that makes it more than an extra click. If you go this route there ends up being a "best" city layout (or at best a few variations) that will need to be mindlessly duplicated.
I would keep city building as it is and just fixed folowing:
- You have to manually garison units in the city. Only one group can be garrisoned there (or 9 units max, depending on research). If you take out your units they should appear on the same spot where you garrisoned them.
- Allow movement over the city.
- Spread influence from city center. New building should not affect it. This way, you can make city which will be big, but you can have it just next to your borders, which would make it easier to attack if someone declare war on you or from monsters. Also prevent you tapping resourcers. So people would not feel like they have to make spider cities.
- Reduce amount of improvements, make them more important. And maybe more situational based. Like more buildings which need river, sea, forest, different terrain or resources etc...so you would not build always the same buildings in the city.
(edit)
- Makes buildings upgradable (wanted to include it but forgot, next post reminded me it)
I posted here about how I would fix the improvements:
https://forums.elementalgame.com/415634
This is the gist:
I like the idea of fewer, upgradable improvements and keeping cities small rather than sprawled across the map just so troops can travel a bit faster. Still doesn't make placing buildings more than an additional click as far as I gathered though.
This and the artifact forge. Not 5 buildings that do the same thing. Upgrade buildings so they become more powerful/useful but cost more maintenance. Maintenance costs for distance from city hub. Auto-placement option for those that don't have the energy for one more click. Movement into city center only.
They are not going to change the core visual of the cities, but they can manipulate mechanics to make it better.
That's just an awful idea. It adds a ton of micromanagement, the proposed balancing makes it either irrelevant or obligatory, and it forces you to plan every building in your city maybe hundreds of turns in advance. If you want maximum efficiency it will force you to create very oddly shaped cities, leaving gaps for buildings that you might unlock through research or leveling. Like Mtrixis said, we're not playing sim city here.
Agree.
"I like the idea of fewer, upgradable improvements and keeping cities small rather than sprawled across the map just so troops can travel a bit faster. Still doesn't make placing buildings more than an additional click as far as I gathered though." -abomination5
There is an autobuild function that seems to be bugged in the .75 build. In WoM 1.4, we had it and it worked fine. With that working it would need no more than one click (the build button). When improving a building it would always just autobuild I think. No reason to click on the tile to build it since that is the only place it can go.
snippy. snippy. i just suggested that you ask about that feature in a different thread. then we could have a discussion about whether it mattered or not without being so rudely interrupted by people talking about the subject of this thread.
I hardly think it would add "a ton" of micromanagement. If done stupidly, sure, any feature would be a burden. But done creatively, this could make city building an interesting part of the game. Sure, if you're going all OCD on the game, you could plan your cities in advance. Get out your notebook and draw up some optimal configurations! Or you could let them grow organically. If you don't care to plan your cities at all, turn on autobuild and there's no micro at all.
An "awful idea"? I have to ask, would you eliminate micromanagement from the game altogether?
Yeah, if I had a magic wand to change one thing about the game, it'd be the sprawling cities. No offense to the devs, but I really, really hate it. Like, really hate it. I want 1-tile cities. 1-tile per city size is fine too.
And to top it off, I had assumed that clicking the Build button would have the game choose a suitable location for me. It turned out that me moving the mouse cursor around on the left side of the screen where the improvements menu is resulted in the game thinking I wanted each improvement built over there. As a result, over time I ended up with a long skinny city extending towards that side of the screen. Grrr....
I've read through all the replies thus far and am still at a loss. I like the idea of micro'ing the improvement locations but struggle to find valid practical reasons to do so. In EWOM I would micro, make the city all pretty, and then send a caravan out and "doh! there's a damn road now going through my 4 tile large building!" It kind of threw off trying to build improvements facing roads and such.
In all the times of playing MOM I don't recollect every saying "I wish i had control of micro'ing the bank location from X to Y" on the city screen. I dunno, this is a tough one. Micro'ing does allow the cities to look different but is it worth it? There's no substance behind it. And I'm struggling to find arguments to support the substance. One could arguably say the same unique look per city could be accomplished by 1. set order of tiles where improvements go 2. build order would affect the look per city or 3. just random placement of each improvement. Each city would look different as a result and wouldn't require the micro.
If the micro affected performance (such as placing a lumbermill next to forest vs. plains) and material production would improve, then we're talking. Tough one.
I honestly think its a shame that so much art and design time was spent on this feature, when it has literally no positive gameplay effects and plenty of negative ones. You can't even SEE the buildings with any clarity unless you zoom all the way in, which is pointless when managing a large empire.
In general, I'm in opposition to any change that would persist with the pointless building that exists now, or encourage _more_ city building micro. City micro becomes increasingly irritating the longer and larger a game gets - everyone knows how much fun it is to build up a new city from scratch in the mid-late game with dozens of improvements. Or capturing an enemy city that has a ton of useless structures built - right now there's no good way at all to remove those improvements, short of literally clicking on every single structure in the city, on the 3d map, to remove them.
edit: This has been true in pretty much every major 4x game ever for that matter. Even MoM suffered from this. Interestingly, Moo1 did *not*. One of its brilliant features was economic sliders that took seconds to adjust, allowing you to manage a huge empire with very little planet micro. Moo2 broke this by going to a civ-style building list, and made planet micro more irritating in large empires as a result.
I realize that the appeal here is the feeling of building 'your' empire up in a certain way, but the reality is that heavy micro in a game with many cities simply does not work well from a ui or gameplay standpoint - witness the amount of developer time coming up with automated governors or auto-build lists, all skirting the core problem that too much city development complexity is not desirable UNLESS you are restricted to a limited number of cities or that's the entire focus of the game.
ie, building up a complex city piece by piece? That's what the entire game of Anno or Sim City *is*. Doing so in a game with dozens of cities, many of which may be built up by an AI that isn't building cities according to your desires? Yeah, not so good.
Or, to put it another way - do you want to spend all your time placing buildings, or do you want to be managing your heroes, your armies, your research, your diplomacy, your exploration, your combat? There's too many other things going on in a game like this for a subjectively less fun task to be taking up time for no good reason (I'd argue objectively right now, unless you really get your jollies from uh, clicking 'place building')
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