Frogboy Frogboy

My Level 4 town

My Level 4 town

image

This is what my level 4 city looks like in Beta 2-A with the HUD turned off (the HUD will let me see at a glance what a city is producing but that won’t be in until beta 3).

Generally speaking, we’ve been cleaning through city improvements that had been lurking around for a long time that had been marked for deletion for awhile but we hadn’t gotten to it.  You can still build some pretty hefty cities but they’re a lot less redundant and as you get to know the game, you can, at a glance, tell what is what.

105,307 views 58 replies
Reply #26 Top

Quoting Austinvn, reply 24

Quoting Star20, reply 23I am confused, is this food output of the garden the same?

 

And if so, has the housing improved so much to balance the lack of gardens out?

He also has an oasis, don't those produce food? (Never managed to claim one, no idea). Also could have other cities producing food to support his housing, we really don't know.
End of Austinvn's quote

quite a bit of food infact! :D

Reply #27 Top

The oasis gives 15 food (I dont have exact values but around 15 anyway) which compensates for a lot of farms. But it costs like 50 material to produce so it's hard to build right away.

Reply #28 Top

Quoting Xtropy, reply 22

Quoting Tridus, reply 9
Will there be enough improvements that you still have to make choices between what you want at the high end, or is there enough space to just throw down everything?

I must echo this question because that was the first thing I wondered.  I remember reading previews to GalCiv2 (PC) that stated the reason for going with the building system you did (ie: fixed number of workable tiles to place buildings on) was that you wanted to avoid the "build everything" mentality that appears in some of these turn based strategy games.  It's an idea that I fully agree with, or at least, I agree that building a city should be more involved than simply building every structure available to you, with only the order being the important factor.
End of Xtropy's quote

 

I second this as well. I think certain terrain should limit or increase the number of available tiles. That coupled with techs to increase tile availability or choice of sovereign, etc

Reply #29 Top

I haven't been able to follow this incredibly closely seeing as I've managed to somehow miss every beta window possible :(  Anyway, I am wondering if the walls are going to change in appearance as a city levels up? For instance, by level X, the walls will be stone walls, or something to that effect.  Is that something already in the game or not planned at all?  I've just always found that benchmarks like that give the player a real sense of progression in the build up of cities.

Keep in mind though, I could be way off and, like I said, haven't been able to be a part of any of the betas yet :)

Reply #30 Top

Currently higher level walls are built as buildings in each city.

Reply #31 Top

Is still possible to have farmer cities or will we end with generalist cities?

Reply #32 Top

It looks really good, but that road passing through the buildings looks like a glitch, hope you can make it look more natural. (I take we will not be able to build roads ourselves?)

Reply #33 Top

Quoting Austinvn, reply 10



Quoting Frogboy,
reply 6

Quoting tesb, reply 3are you going to fix the inorganic look problem in the future?

i mean:

1) the regular ground cover between buildings

2) adjectancy

3) merging of buildings

etc.

 

otherwise it looks good, release the new beta already
 

1. Yes.

2. I'm not sure what you mean.  We do want to have buildings that if placed adjacent increase the adjacent building's production. I.e. a windmill next to a farm increases the farm's output. We want to keep these relatively rare and they would be improvements that would come in pairs or groups so that players aren't having to remove improvements because they don't have a spot for the new one.

3. Maybe.


 

Glad to hear it, especially with regards to #1 - all you really need are some cobblestone streets or something similar between buildings, and it'll look much more integrated. More like a city than a dozen buildings sitting on the grass next to each other.
End of Austinvn's quote

Yep, yep. :)

 

Quoting lswallie, reply 28

I second this as well. I think certain terrain should limit or increase the number of available tiles. That coupled with techs to increase tile availability or choice of sovereign, etc
End of lswallie's quote

Agreed, but I doubt that these features are "in". [I might be wrong of course.]

Reply #34 Top

Quoting bilskis, reply 17
Quoting =Outlaw=, reply 14
This is probably something that will be fixed eventually, but I hope the glaring cosmetic tech level/architecture differences in some of the buildings is addressed. For instance, currently in early games, a temple looks a lot more advanced then most other buildings. In the picture above, the council and command post look woefully lower tech then the rest of the city.
End of =Outlaw='s quote


Agree there, the council I don't mind since it matches with a garden or green in the middle of the town (maybe not a full-scale city but a town probably has one). The army camp shouldn't be within the city walls imho. It should be a 2x2 (might still take one square in the city limit of buildings) and be placed outside. Real life army camps never fit inside cities so it should be external which also makes it a point worth defending. Officer academies or engineer schools should however be inside the city walls. (Archery ranges and stables should be outside). Nothing necessary but worth some thought.
End of bilskis's quote

 

You know having Army camps or fords in the city can be useful coz when the city gets attacked the villagers run to the ford not wait in their houses until they catch fire or get killed by evil soliders in war everyone dies sometimes even the villagers well most the times during city invasions the people who live in the city get killed or used as slaves i cant see france taking over arabia and keeping the arabians in our times Turky attacked Cyprus and attacked the people who lived there the people fled i hope when Elemental comes out i can burn some villages for the fun of it since i will be empire why do i need lowly humans...hmm good slaves i say xD

Reply #35 Top

Purely cosmetic, but it'd be cool if we could orient the buildings in any cardinal direction (I know we're on a grid here...).

Reply #36 Top

Quoting Blazerules, reply 34
 i hope when Elemental comes out i can burn some villages for the fun of it
End of Blazerules's quote

There is the option to "Raze city" but no special animation. No city burning, no peasants fleeing, no cries and screams of women and children...

Anti-climactic for the moment.

Reply #37 Top

Quoting Ynglaur, reply 36
Purely cosmetic, but it'd be cool if we could orient the buildings in any cardinal direction (I know we're on a grid here...).
End of Ynglaur's quote


Well isn't it your lucky day...Shift + Scroll my friend....

Reply #39 Top

Tried out 2a... awesome! Almost having fun now ;) Only comment is to make sure that the starting resources are settable... I sort of hate having all those supplies and metal.

Lots of imbalance I can see in the king builder too. Some of the weaknesses are too good a deal, others are a lousy deal. Seems like if it takes a whole level to get +1 in a stat that spending points on stats early is pretty tempting. +1 move being only 10 gold with a low level tech also makes spending these precious points on early boots a little questionable (although early move is powerful). Small tweaks, but the game is a huge leap from v2

By the way, is there still a way to attack the wandering champs?

Reply #40 Top

Boring city building is boring?

TL;DR: Dude, where are my choices? City cloning is boring!

City building in 2-A is nothing but a step more in Stardock plans but if I were to evaluate current city building based on what we got, and being very partial...

Situation:

  • One 2-A game played (lasted a few hours until an Out of Memory error hit and made me realize it was almost 2am)
  • Playing Tarth
  • Diplomacy tree blocked
  • Adventuring tree blocked
  • Magic tree blocked
  • Hardcoded map
  • Dumby Dumb AI

Previously on Elemental: before I could have a choice about gardens and houses. I could choose about if I wanted a city to reach a higher level or not, and I could choose how much food produce and where due to multiple gardens. Altough the system could drag in uber maps, I had lots more options for buildings in each level and I could actually specialize (at leaast partially) my cities (I'd have a farming city while leaving other cities with 2 gardens at max, and only because of sieges, and with extra room for gildar and/or research producing facilities).

Now on Elemental: now I barely have buildings at the very start. If I want to be able to improve my cities (like getting research buildings to help me research faster, gildar buildings to actually fund champion hiring, army funding or city building...) then I'm forced to focus on the Civics branch for quite a while. Not that it doesn't make sense but to have a couple of Level 3 cities with just a garden, a "barracks" (forget the real name), a workshop and some houses just because I had to spend some turns to get some extra Warfare techs... Yes, with not so many things to build, I can save money for troops and stuff but hell, what will happen when I have all the research trees and decide to go researching the cheapest things to save turns or my strategy is based on another research tree? Will it be a no go because you must maximize Civics as much as possible until you get farming (of various kinds), research building, housing (, mines) and gildar production before I even consider seriously to research other things?

That said, with all its (my argument's) flaws that I alread know, once you research civics (that give buildings because if you start picking refining...) the cities start getting interesting to a point. Oh yes, I can build more stuff and depending of the Civics, there is actually some really interesting things to build (that Hosten's Library is awesome!). But unfortunately, now every city is a clone of each other (except for the possible resources the city could have and that would give them some extra building). That I don't want to build a garden in City 4? Sorry but I'm forced to do so because I can only have a garden in each city and the rest of food depends on finding fertile lands, bees, orchards or fishing. Yes, it can make sense but it seems that now to have an specialist farmer city, that city must be close to a fertile land/bees/orchards/coast, and if possible to more than one of those. Now my cities all have a garden, "barracks", workshop, libraries,... and the only differences is that city 2 has fertile land, city 3 (conquered to Altar) has a mine and city 5 has some bees and fertile land (pioneer), with their exclusive resource building.

Next on Elemental: we will get more building types and more research trees to give stuff. Right now food matters more than before, which is good, but I really hope that at higher levels of Civics/Magic/Whatever it can actually slowly change and go back to develop farming cities. Just specialist cities in general, and as a choice, woud be nice. I know this is temporal and a step in the right direction but evaluated as is now, man, it lacks. Or maybe I should try to appreciate more all those turns without absolutely nothing to build for the resources they save me and the possibility that more stuff added to the game (quests, more active AI...) can distract me from a bunch of level 3 cities that are basically in their bones (which seems contradictory to being higher level) just because I dabbled in other research trees to get some needed techs.

I give myself a 2/10 for this post. Not my best but wanted to share.

Reply #41 Top

Quoting Wintersong, reply 41

Now on Elemental: now I barely have buildings at the very start. If I want to be able to improve my cities (like getting research buildings to help me research faster, gildar buildings to actually fund champion hiring, army funding or city building...) then I'm forced to focus on the Civics branch for quite a while. Not that it doesn't make sense but to have a couple of Level 3 cities with just a garden, a "barracks" (forget the real name), a workshop and some houses just because I had to spend some turns to get some extra Warfare techs... Yes, with not so many things to build, I can save money for troops and stuff but hell, what will happen when I have all the research trees and decide to go researching the cheapest things to save turns or my strategy is based on another research tree? Will it be a no go because you must maximize Civics as much as possible until you get farming (of various kinds), research building, housing (, mines) and gildar production before I even consider seriously to research other things?

That said, with all its (my argument's) flaws that I alread know, once you research civics (that give buildings because if you start picking refining...) the cities start getting interesting to a point. Oh yes, I can build more stuff and depending of the Civics, there is actually some really interesting things to build (that Hosten's Library is awesome!). But unfortunately, now every city is a clone of each other (except for the possible resources the city could have and that would give them some extra building). That I don't want to build a garden in City 4? Sorry but I'm forced to do so because I can only have a garden in each city and the rest of food depends on finding fertile lands, bees, orchards or fishing. Yes, it can make sense but it seems that now to have an specialist farmer city, that city must be close to a fertile land/bees/orchards/coast, and if possible to more than one of those. Now my cities all have a garden, "barracks", workshop, libraries,... and the only differences is that city 2 has fertile land, city 3 (conquered to Altar) has a mine and city 5 has some bees and fertile land (pioneer), with their exclusive resource building.

Next on Elemental: we will get more building types and more research trees to give stuff. Right now food matters more than before, which is good, but I really hope that at higher levels of Civics/Magic/Whatever it can actually slowly change and go back to develop farming cities. Just specialist cities in general, and as a choice, woud be nice. I know this is temporal and a step in the right direction but evaluated as is now, man, it lacks. Or maybe I should try to appreciate more all those turns without absolutely nothing to build for the resources they save me and the possibility that more stuff added to the game (quests, more active AI...) can distract me from a bunch of level 3 cities that are basically in their bones (which seems contradictory to being higher level) just because I dabbled in other research trees to get some needed techs.

I give myself a 2/10 for this post. Not my best but wanted to share.
End of Wintersong's quote

I would give you a 5/10 because you make some very valid points.

Especially the two about having:

  • generic cities with limited specialisation (we want specialisation to be a valid choice); and
  • the need to invest heavily in civics to get any improvements.

The difficulty here is evaluating the balance of city building with 3/5 tech trees disabled. This must be restricting some of the building choices we have (wizards tower, questing inn??).

I'm not sure what the answer is - do we wait and see what it's like with all tech trees or suggest increasing the amount of buildings that can be built (back to 1 garden per city level or whatever).

 

Reply #42 Top

We can't really comment on research with the info we have right now (i.e. 40% and even those incomplete).

The major difference between cities now are mostly the resources you start with. The limit on buildings is a bit odd if you sit and think about it. Everything should cost manpower and resources to maintain and build instead of a number that suddenly grows, it's as if someone goes and realizes "Bugger we're a city now, better get some more building contracts." It is a balance issue but I find realism to be autobalancing in many situations.

Reply #43 Top

I agree that until all the trees are open, we can't really tell much about balance. If we do find that, at that point, we are forced into clone cities and having to always start with lots of civics in order to get to other stuff, that will be a problem.

Reply #44 Top

@bilskis - Realism can be autobalancing, but it requires high levels of realism. Most games can't do that, so there are mechanics in place to simulate it. I would guess the limit on buildings represents a lack of population/skilled individuals until the city grows in size. You could theoretically build as many gardens as you like, but if you don't have enough decent farmers, they're worthless.

I would agree that specializing cities should be an option, at least to some degree. I very much like the idea of specialist cities (a farming city, a military city, etc) and it especially makes sense if you don't want too many cities overall (it becomes more important for the cities you do have to be individual and have their own character). Of course, I expect there are lots of improvements in the pipeline, perhaps like the different kinds of capital in GalCiv 2.

Reply #45 Top

Quoting Wintersong, reply 41
Boring city building is boring?
TL;DR: Dude, where are my choices? City cloning is boring!
City building in 2-A is nothing but a step more in Stardock plans but if I were to evaluate current city building based on what we got, and being very partial...

Situation:


One 2-A game played (lasted a few hours until an Out of Memory error hit and made me realize it was almost 2am)
Playing Tarth
Diplomacy tree blocked
Adventuring tree blocked
Magic tree blocked
Hardcoded map
Dumby Dumb AI
Previously on Elemental: before I could have a choice about gardens and houses. I could choose about if I wanted a city to reach a higher level or not, and I could choose how much food produce and where due to multiple gardens. Altough the system could drag in uber maps, I had lots more options for buildings in each level and I could actually specialize (at leaast partially) my cities (I'd have a farming city while leaving other cities with 2 gardens at max, and only because of sieges, and with extra room for gildar and/or research producing facilities).

Now on Elemental: now I barely have buildings at the very start. If I want to be able to improve my cities (like getting research buildings to help me research faster, gildar buildings to actually fund champion hiring, army funding or city building...) then I'm forced to focus on the Civics branch for quite a while. Not that it doesn't make sense but to have a couple of Level 3 cities with just a garden, a "barracks" (forget the real name), a workshop and some houses just because I had to spend some turns to get some extra Warfare techs... Yes, with not so many things to build, I can save money for troops and stuff but hell, what will happen when I have all the research trees and decide to go researching the cheapest things to save turns or my strategy is based on another research tree? Will it be a no go because you must maximize Civics as much as possible until you get farming (of various kinds), research building, housing (, mines) and gildar production before I even consider seriously to research other things?

That said, with all its (my argument's) flaws that I alread know, once you research civics (that give buildings because if you start picking refining...) the cities start getting interesting to a point. Oh yes, I can build more stuff and depending of the Civics, there is actually some really interesting things to build (that Hosten's Library is awesome!). But unfortunately, now every city is a clone of each other (except for the possible resources the city could have and that would give them some extra building). That I don't want to build a garden in City 4? Sorry but I'm forced to do so because I can only have a garden in each city and the rest of food depends on finding fertile lands, bees, orchards or fishing. Yes, it can make sense but it seems that now to have an specialist farmer city, that city must be close to a fertile land/bees/orchards/coast, and if possible to more than one of those. Now my cities all have a garden, "barracks", workshop, libraries,... and the only differences is that city 2 has fertile land, city 3 (conquered to Altar) has a mine and city 5 has some bees and fertile land (pioneer), with their exclusive resource building.

Next on Elemental: we will get more building types and more research trees to give stuff. Right now food matters more than before, which is good, but I really hope that at higher levels of Civics/Magic/Whatever it can actually slowly change and go back to develop farming cities. Just specialist cities in general, and as a choice, woud be nice. I know this is temporal and a step in the right direction but evaluated as is now, man, it lacks. Or maybe I should try to appreciate more all those turns without absolutely nothing to build for the resources they save me and the possibility that more stuff added to the game (quests, more active AI...) can distract me from a bunch of level 3 cities that are basically in their bones (which seems contradictory to being higher level) just because I dabbled in other research trees to get some needed techs.

I give myself a 2/10 for this post. Not my best but wanted to share.
End of Wintersong's quote

Actually your post is very good Winter. [...and I say this after like 15 mins of playing. It's quite easy to spot the biggest differences between the Beta2 versions.] I bolded out the important stuff, because I wanted to post something like this as well, but you saved me some time thankfully.

So in short: My biggest problem with the new build: We cannot "create" specialized cities. All of the cities are clones of each other, and it's a very bad thing. I am pretty sure that the devs will upgrade the current system as well, so I am not worried at all.

Reply #46 Top

@wintersong

we have three research categories turned off, so there are a lot of buildings that are blocked.

Reply #47 Top

Quoting tesb, reply 47
@wintersong

we have three research categories turned off, so there are a lot of buildings that are blocked.
End of tesb's quote
That's why i said in the post at least a couple of times that "as it is now". We have gone from spam-a-lot-housing/gardens to better but boring cloning. I, obviously, expect it to improve with more research trees and new buildings but right now, just evaluating what we have right now as other people evaluated what we had in the previous build. Elemental: Mundania passes in the city building department but with low score, eagerly anticipating further improvements.

Reply #48 Top

Quoting tesb, reply 47


we have three research categories turned off, so there are a lot of buildings that are blocked.
End of tesb's quote

Yeah, but I doubt that the diplo/magic/adventuring buildings will have anything in common with the eco/civ type buildings. So, if the current system won't be changed, all of the cities will be the same on the eco level at least. IE. You will be forced to build the exact same stuff in each and every city, if you want to play effectively. = Cloned cities. Not to mention that specialized cities = Diversity & better strategic feeling.

Reply #49 Top

Very nice.

I have some observation & suggestions which may well be rather in depth and already considered for attention later, nonetheless:

1. The palisade countour around the town looks like some buildings are "tagged" for inclusion in the defenses, whereas others not (i.e. the farm at the bottom of the image). Why is the Oasis included in the city wall but not the farm? The farm doesn't seem too far away from other buildings...

2. Also on palisades, the intersect between the road and palisade is featureless, shouldn't there be a gate or something?

3. The road's destination seems to be the townhall. Shouldn't it go to the market? AFAIK caravans and the creation of roads are linked to trade, not "civics" or anything else.

Reply #50 Top

are roads still working in 2a? i researched caravans, but never got an option to send one?