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More a Sim City RTS. There aren't that many Civ elements, although it looks like that might be increasing.Izawwlgood wrote:So, what, it's a Sim City/Civ/RTS?
I'm trying to think of a relatively equivalent game, but there aren't a whole lot. It's a RTS but the emphasis is more of building a massive economy and supply chain of resources. In 1404, in the largest scenario, this meant over a dozen individual islands, probably twice as many shipping lanes, plus managing armies and fleets to defend from the corsairs or other players (unless you ally with them, of course).Izawwlgood wrote:So, what, it's a Sim City/Civ/RTS?
Well, you can still build tycoon buildings on an eco island, you just need one island with the required level of tycoons.ArgonV wrote:I don't think Ecos can even build nuclear reactors, this was a Tycoon island.
Unfortunately, the ecos have the silliness of real-world greens. "Demolish that nuclear power plant!" "But, I'm just going to replace it with coal plants, that have the same eco-balance cost but produce a tenth the energy!" "I don't care! It could release raaadiaaatiooon!"ArgonV wrote:I don't think Ecos can even build nuclear reactors, this was a Tycoon island. So I thought it was kinda strange. I mean, if there had been a near-meltdown, ok. But how are non-existant incidents at a nuclear reactor bad for the economy?
Ubisoft went all out with the realism in this game.ArgonV wrote:Got even worse after that, after threatening with riots because of nuclear power plants twice, I then get threatened with a riot if I don't build a nuclear silo
I'm pretty sure the generator and waste compactor are based on number of inhabitants, not necessarily building type (obviously higher worker levels -> more workers per house). I think you need most of the surrounding buildings to be 3rd tier or higher (depends on how many buildings you manage to cover) to get 100% efficiency, though I'd need to check that.ArgonV wrote:Ok nice! I've got an effective city building plan figured out. I'll make a schematic and put it up later, if anyone's interested. Futhermore, word of advice: The Ecos thermal generators generate power depending also on the type of houses surrounding them, with only Eco workers, you're never gonna get to 100% (it stops at 40, I believe).
SurgicalSteel wrote:Hey ArgonV, would you mind describing your system for 1404?
Izawwlgood wrote:So, are random maps any fun? Is this game entertaining outside the campaign?
Vaniver wrote:ArgonV: for Techs, though, the public buildings (i.e. academies and laboratories) are the important parts.
The wiki seems to love corridor designs (like here), but I'm a fan of circular ones (more like yours). Let me tinker around for a bit and see if I can come up with something cool.
A... queuing system? Most of the fun for me is all the managing of resources, and setting up a new island is a non-trivial process anyway, you'll probably need 2-3 ships worth of goods if you want to do it right, why not just bring that much to start off with? You aren't limited to 1 ship to bring the colony's goods after all.Izawwlgood wrote:I'm kind of disappointed by a lot of features in this game, or lack of features. I'm not quite certain what the distinction between eco and tech city centers is, aside from the cost and resource consumption differences, and I'm also annoyed there's no easy way to set up an automatic transference of goods between your cities. Setting a trade route to ship food from one outpost to another is fine, but when I want to build something in a new outpost, realizing I'm short 1t of Tools and have to send my ship back for more is sort of silly. The game should have implemented some kind of queue system, to prevent such annoying breaks in your planning.
Xeio wrote:A... queuing system? Most of the fun for me is all the managing of resources
Izawwlgood wrote:Huh. Okay, so what's the difference between eco and tech city centers?
Izawwlgood wrote:I really wish there was a way display resource generation/consumption at any given islands warehouse. And I remember there being a way to cycle through 'all buildings of this type', but it seems somewhat cumbersome to find some of your buildings and check on their flows.
Izawwlgood wrote:It is also somewhat odd that EcoBalance is not factored per island, but totaled.
Izawwlgood wrote:I dunno, these are all minorish design quibbles on an otherwise fairly fun game, but it seems odd that I can have all my workers on one island, but can't set up my production island to 'always stock 15t metal' or 'ship surplus >10t Ammunition to this island'.
ArgonV wrote:We playing the same game? You can click on an product in a warehouse to set a minimum level. Everything above that can be taken on trade routes. It can still be used up by the population or factories and can also be used in trading, depending on how high you set those (separate) values.
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