I think per-level city abilities are a great idea with a lot of potential. Unfortunately, they were pushed in towards the end of beta and it shows. In my view, the problems are:
Here's a quick skeleton of an idea for fixing the UI in a way that lends itself to further expansions. It's based on how other modern RPGs handle level-ups for characters, which means it has the advantage of presenting this feature in a way that might be familiar to the user.
The core point: you can come back and pick your upgrades whenever you want. Most recent RPGs that I've played do something similar when a character levels: when you're ready, you click on a button to improve the character's attributes and purchase new skills/talents/feats (whatever the game calls them).
The other interesting idea would be to provide many more abilities to purchase, and possibly to arrange them in a skill tree like you find in other RPGs. Aside from the obvious resource production modifiers (why can't I boost Prestige/Metal/Food/etc?), here are a few less "generic" ones, off the top of my head. Just throwing a few notions around to try to expand the playing field of what we can do with city abilities:
Obviously all of these could be buildings, but then so could the current bonuses for leveling. I think the extra locus of customization is fun, and it would be nice to see some really unique abilities that we could purchase this way. I especially like having a few activated abilities (like the rush-build), although too many would probably become annoying.
I think it would also be fun to have a tech tree and a few associated high-level buildings that let you get extra skill points in a settlement (maybe with "governmental" names, like Administrative Center). Also, maybe level 5 cities could continue to get skill points (say, by accumulating prestige), with a diminishing rate of return, similar to the infinite research trees.
A number of very good points being made here, regarding not just upgrades but also cities in general. The game is in desperate need of variation, and cities at the moment are just resource factories. Incorporating things like this is a great way to give us more of a feel of uniqueness to each city, and will also make upgrades a much more manageable and enjoyable process.
Thanks buddy ,
Paradoxical
Like this thread. If they don't implement any changes regarding city-levelling, just making the city info viewable before picking the bonus would be a boon.
These are some good ideas...right now the game just feels so generic
Didn't Stardock try a system similar to this in one of the betas?
My only fear is that with all the feedback it would take at least 2 years to improve the game to a state where all the good ideas are implemented
Excellent ideas, +1 for that. I get disappointed that I build a lot of cities (partly to fill in space, and partly as intentional recruitment chambers), and I can only choose from three options. What if the city just makes food? What good do the other bonuses do me? What if it's just a Recruitment facility? How does anything here help? It'd be nice to have.
The general info is. It selects the town when it levels up, so you can look down at the interface bar on the bottom and see what the city is outputting.
^^ Isn't that covered by the upgrade window though? I'll be double checking that next time I see it.
I run 1440x900 and the bottom interface bar with the big globe in the middle you can click on is visible. The city itself and its float-bubble are obscured, but the bottom interface bar is not.
Also I only just noticed this was happening last night.
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