Yogi Dave
Well-Known Member
Being able to select a building's purpose when being placed introduces a new mechanism to the game. Any thoughts on how to do this? Would it be like a workshop with a checkbox for selection? Does the building only provide culture until selected? Does the timer start when placed or when the choice is made? A description of what you think the mechanism should be is needed and the consequences in usability and complexity of development.As I mentioned in an earlier post I'd modify the buildings so one could select either a catering discount or a boost in health when the building was first placed. The selection would be made when placed and could not be changed.
I think a different building would be better if this is to be implemented for several reasons.
- If it's a mod to a current building, people will place it not knowing they have more to do before it is usable, unless maybe you are envisioning a different mechanism.
- It doesn't require a new mechanism.
- Fighters would be encouraged to cater more often unless they prefer to complain they have a worthless building. Currently I cater the lower 8 or 9 provs almost completely to save time and I cater select upper encounters where fighting, auto or manual, just won't win. If it were cheaper, I'd cater more of the upper prov's encounters.
- It would require less effort on the developers.
Nothing is mentioned about advantages catering has over fighting in your post. They should be included.I was posting in another forum about the disparity between fighting and catering and had a thought about making catering more comparable to fighting.
- Time: Compared to fighting, catering takes no time. Even auto-fighting takes a good bit more time. Obviously there are more clicks, but you also have to look at the mix of troops they bring and think about which troops you are going to use, especially when they are bringing all 3 types of troops. Even if you then decide to cater, you have spent that time looking at the problem.
- You can't lose when you cater.
If you are going to reduce the cost of catering, should you also reduce the advantages the caterer has or at least consider it? I understand to be a successful caterer requires a city with a massive amount of goods production which require population, culture, and supply production. There are a few AWs that help with this, but it eventually becomes unsustainable. The game simply requires a more balanced approach to city design and play. Many members of my FS have realized that and are or have reworked their cities to accommodate that reality. I think it also makes a more engaging game in city development. And it changes chapter to chapter.