I´d be glad to see mor buildings in EB2. Or buildings that spend much time, like some up to 60 rounds harbors or the 5000+ mines in EB. It is somehow unrealistic when you can reach a point where there is nothing left to build. And it sucks. So maybe some important bildings for population growth or trade income could spend more time, or more buildings have less effect.
I am sorry for my bad English.
Your English is fine. The only real problem is the word "pledoyer", I'm not sure what you're trying to say there :P
The problem is, by the time you have huge cities with nothing more to build, the game has progressed to a point where micro-managing every settlement is a massive pain. Most people never complete an EB campaign....
Pledoyer = request.
seienchin 18:13 10-22-2009
Originally Posted by A Very Super Market:
Your English is fine. The only real problem is the word "pledoyer", I'm not sure what you're trying to say there :P
The problem is, by the time you have huge cities with nothing more to build, the game has progressed to a point where micro-managing every settlement is a massive pain. Most people never complete an EB campaign....
Yes, thats the point.
Most people never finish a EB campain because there are a lot of things that get dull after some time. Adding more buildings, would make it worse.
Ehmmm... it's just my opionion but i really LOVE building infrastructure! Once u have several fully upgraded cities and there are no further goals to achieve the game becomes boring und roleplaying major cities/regions becomes impossible when each and every village is freakishly huge.
ziegenpeter 19:06 10-22-2009
Well I agree with the thread starter but I see also the arguments against more buildings. What about longer building times then?
PS: In german Plädoyer or french plaidoyer means pleading or adress by counsel, so its more like a speech in favor of sth. in court
Tellos Athenaios 22:22 10-22-2009
Pledoyer is probably a plea. Anyways: more buildings is possible with M2TW-K since the building limit is higher. However the "Real Thing" here is obviously to get a more satisfying sense of empire-building in the game that lasts longer than the first 70 or so years.
More sense of empire building is something of a cert in EB 2 -as seen in previews and on twitter; but whether or not that will still last for more than those 70 or so years in the starting provinces of the ‘big players’ remains to be seen. (By ‘big players’ I mean factions that are both fairly powerful and affluent right at the game's start such as the Ptolemaic Empire or the SPQR or Carthage and similar)
ziegenpeter 22:30 10-22-2009
I think one major problem why many players don't play much more than the first 70 or 100 years is because they don't play mor than the first 250-400 TURNS. And thats an engine problem, you can do whatever you can do in a turn, whether one turn represents 3 month or a year.
Thats why I'd be for 2tpy anyways...
I am sorry for my ambiguous headline. But it is a little bit funny, too. plea is the right word. I always thaught it is the shortcut.
I think it is true that most pople did not finish a campaign in EB. For me the first 100 to 150 rounds do the most fun. After that the fun gets down. That has many reasons. One reason is that the core of my empire is totally developed when I just begin to expand.
I think it is no problem to make important buildings spend more time. it would also have a positive effect on gameplay: neighboring cities had to be more specialised. e. g. in one city the military infrastructure and in the other the enterprise.
seienchin 23:33 10-23-2009
Originally Posted by ziegenpeter:
I think one major problem why many players don't play much more than the first 70 or 100 years is because they don't play mor than the first 250-400 TURNS. And thats an engine problem, you can do whatever you can do in a turn, whether one turn represents 3 month or a year.
Thats why I'd be for 2tpy anyways...
YES, Me too...
But you can mod that yourself.
Or wait 800 Turns or more for the augustian reform... To finally have the coolest looking roman units and proper cavallery...
Cambyses 16:20 10-24-2009
From my experience its always the least civilized factions that exhaust their build list quickest. Notably Sweboz and Lusotannan... But then they have so many restrictions on their actual financial behaviour it does seem consistent. And you can always just waste your money on a fleet if thats the issue... What would be truly impressive however is if you could somehow limit the growth of cities more. ie -3% growth on lvl2 government, -6% lvl3 and -9% lvl4. This wouldnt represent "real world" population, just the limited effect of a disenfranchised population's influence.
Add in a few 60 turn build items for level 1 (and 2?) aimed at expanding the importance of the homeland, then this fan at least will be over the moon!
Apázlinemjó 14:00 10-30-2009
Originally Posted by Cambyses:
From my experience its always the least civilized factions that exhaust their build list quickest. Notably Sweboz and Lusotannan... But then they have so many restrictions on their actual financial behaviour it does seem consistent. And you can always just waste your money on a fleet if thats the issue... What would be truly impressive however is if you could somehow limit the growth of cities more. ie -3% growth on lvl2 government, -6% lvl3 and -9% lvl4. This wouldnt represent "real world" population, just the limited effect of a disenfranchised population's influence.
Add in a few 60 turn build items for level 1 (and 2?) aimed at expanding the importance of the homeland, then this fan at least will be over the moon!
Yeah and I hope the A.I. loses the "unlimited citizens to train" script.
Originally Posted by Apázlinemjó:
Yeah and I hope the A.I. loses the "unlimited citizens to train" script.
recruitment works differently in MTW2. Recruitment no longer reduces the population of a province. So no need for a script. Recruitment is controlled by recruitment slots.
Foot
Knight of Ne 14:13 10-30-2009
Originally Posted by Foot:
recruitment works differently in MTW2. Recruitment no longer reduces the population of a province. So no need for a script. Recruitment is controlled by recruitment slots.
Foot
So does this mean that the AI will not be able to breed Agrypasipides(?) like rabbits? I sure hope it will.
Ne
Apázlinemjó 00:02 10-31-2009
Originally Posted by Foot:
recruitment works differently in MTW2. Recruitment no longer reduces the population of a province. So no need for a script. Recruitment is controlled by recruitment slots.
Foot
Ahh that's awesome!
Originally Posted by :
So does this mean that the AI will not be able to breed Agrypasipides(?) like rabbits? I sure hope it will.
This is correct. The amount of available units can be modified.
-Praetor- 16:06 10-31-2009
Originally Posted by Knight of Ne:
So does this mean that the AI will not be able to breed Agrypasipides(?) like rabbits? I sure hope it will.
That would be correct. No more Argyraspidai / Extraordinarii / Dorkim Aloophim / Ambakaro / etc. spamming
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