Terrain Exploitation
(Actual game implementation suggestions are described in Reply #36)
Hello everyone,
I was a little concerned as to why you couldn't build farms (food) or Mines (Iron). (Just to take 2 examples).
I heard things about how there was exploits happening of people making towns full of farms and what not. I also found the following post from Frogboy:
I think #6 is the key issue from a design point of view. Right now, the cities simply still let you conjure too much stuff. In galactic Civilizations, we could obviously limit things by planets. But in Elemental, there really isn't anything stopping you from just popping down bunches of cities and producing crazy amounts of gold, materials, spell research, tech research, etc.
Being an avid of TBS 4X games, this whole comment totally surprised me. In civilization for example, you can get more food of a land square with a Strategic resource present on that square, but you can STILL produce food from it even if the strategic resource is not present. Albeit less, but it's still something you can do. And building cities that have no strategic ressource, can still contribute to your economy, production or research. Again, less but it's still possible.
Currently in elemental Food & Metal cannot be produced in cities that do not have that strategic resource present. For more advance resources, like Crystals or elementium, I totally agree that these are RARE resources and are used for advanced production. In this case, I agree that only strategic resources should give them. (Ok, maybe some crazy spell that allows you to transform Iron to Crystals at a very low ratio and high mana cost.)
In regards to Food & Metal are basics for most units in the game, and I think that just like you can build 1 Labor pit in your city to get +1Mat per turn, you should be able to build at least 1 farm and 1 mine in your cities. And ideally it should only be possible to build farms on grassland and mines on hills.
Although removing these buildings seemed to have appeased Brad's fear of exploits, but I think it replaced the problem with another one. Cities that are built without any strategic resources feel really bland and lack purpose or variety. If terrain was exploited, you could have a production focused town near hills, and a food production town in the plains. As it stands, if it's not next to a strategic resource, it's pretty much just a generic town. In my most recent game, at 20 towns, I had 3 or 4 of them that had access to a strategic resource. All the rest of the cities had identical yields of population, gold, mats & research.
This factor combined with the fact that there is no difference bulding in the desert or in grasslands, it also makes the towns feel even more generic and flavorless. As there is literally no distinction in between non strategic resource towns. I'll go on a limb here, but the map could pratically be changed to all "plains" and keep mountains and forest as those actually prevent your from building on them. And just put random Strategic resources across the map and it wouldn't change anything.
Terrain (Or planets) have been always determining factors in a cities (colony) future and potential. Imagine in Galciv if each planet was the same, except for the ones that had strategic resources. The bulk of your colonies would soon become copies of one another with the same output and limitations. I miss the hesitation of finding that perfect spot for a town, calculate it's potential, and tweak it's placement while having to take into account which terrain was covered by the cities "reach". Now it's, ah no Strategic ressource? Just put it somewhere were it wont impede on your big cities and then it's a done deal. No need to consider where it's placed for it won't change a single thing. ![]()
This also removes the need to specialize towns (apart from those with SR's). You just build all the buildings you can and it's done. I really hope this issue can be revised and at least acknowledge that terrain should have somewhat of an impact on city building. The same mechanics in place to prevent this uber city/colony issue should be adapted to Elemental. Rather than making the exploitation part of this 4X game into a strategic resource hunt.
I hope this made some sense.
Anybody else find that terrain exploitation is almost nil in Elemental?
Regards,
V.