While i like some of these ideas i am bit confused. Aafter many hours of play time (on normal and normal+1) i have not really had any long term logistics problems. Short term yes, but that's part of managing your game and your strategy. In all my games, by the time i am ready to go after SK i typically have 5-12 logistics points available. Early game strategy to keep up with logistics it to spawn new settlements and only concentrate on logistics buildings.
Thralls(?) (logistics Robers) can be a real pain and my biggest gripe is many new settlement sites have zero essence so you can't use the the spell to eject them. Also i had games where the Inspiration spell (?) to remove them never became available to me (I hated when this happened).
1. Have resource improvement not cost logistics. I agree with Brad, intentionally not building on resources seems a bit odd (given that you probably want every bit of advantage you can get against the SK). Sure, it's a choice, but it really just makes lesser resources seems insignificant (although I suppose you could make all of them important and awesome as well)
I have only had to "intentionally not building on resources seems" as a short term choice early on while managing limited log points. My gripe here is i forget and need to hunt down the ones i skipped later in the game when i need them. **** I feel stupid having played so many hours, but can someone tell me what crystal resources are for?
I spawn outposts all over the map: 1- capture resources; 2) Road building for fast travel to distant areas. 3) Mega defensive network around Shards and cities. I have had as many as 10-15 (or more) on small & medium maps and have not been starved for LOG points. It did take planning to build them up though. I don't mind the first spawn of an outpost coat a Log Pt. but it would bother me if the upgrades did. >>costs one for the pioneer but you get it back when you build the upgrade.
Has anyone had an outpost attacked by the SK's I never have so i ignore defensive upgrades. Suspect it must be coming in future beta.
[quote who="Natasin" reply="6" id="3514056"]
....... spots. Each city would necessarily need to be able to build four towers (for each direction) to be optimal in defense as towers are currently implemented.
Exactly what i currently do depending on the terrain and probable threat direction.
[quote who="Natasin" reply="6" id="3514056"] ..... As current, I can't even hide my troops in a tower (and if another minor faction sits on it, then I can't even upgrade it or use it). As currently implemented, I'd hate to see any limitations of towers because the game is dependent on expanding.
Actually you can (not refined) , Just station you troups on the outpost and hit GUARD
Different Outpost "types" with different abilities MIGHT be something to consider but not sure it would be worth the dev cost vs game play excitement.
E.g. Mil outpost - better offensive/defensively, auto spawn archers defenders like a city does.
Sight/road net outpost - Cant capture resources, no upgrades
Resource outpost - a expansion module to increase AOC to improve sight and capture a resource that may be just 1 or 2 tiles away.
Just food for thought.