City level-ups
Choices without meaning?
I'll start this thread with a quote from Tuidjy, who in turn quotes me in the recent Slums thread:
Unfortunately, true for towns and mostly true for fortresses
All town choices are no-brainers
[3] Guild Grocer: 10% to everyone's hit points.
[4] Governor Mansion: +1 production per material everywhere
[5] Guild tribunal: +2 production per material everywhere
For fortresses
[3] Strike garison is a no-brainer for your main fortress
[4] There are no really useful choices, but mining guild is free iron.
[5] Here all choices are good, depending on your situation, although for troop production, Great Arena is best, which make me always choose it in the main fortress (all other fortresses are conquests, and seldom reach high levels)
For conclaves, almost all choices are hard ones, even if I usually end up making the same ones.
And that's why we complain about automatic choices. Because it's been quite a while ago, I quickly came to the same conclusions about which are the best choices for leveling up a city. One usually stands out per level. If there's a second, it's simply one that helps growth--and like the champion traits that increase experience, they're strategically useful with zero game flavor--they add nothing personal to the character (or city), while helping you get another trait faster. They're speedway traits, with a dull view on all sides.
Over to you. I'll probably post a bit more on city automation, later.
