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Not sure about 5k, but 2k is 100% fully supportable with local food sources on any standard small river map (unless the layout is borked i guess), without any research invested; the growth is steady as long as you expand the farms and services, pad clothes and furniture up to consumption and maintenance numbers. Margins are different story, and conquest was basically "always" (last 2 patches) like that
Also, "humans will struggle". No, you are the one who struggles my friend. And your racist ideology. The point of the game is to mix the races and to have each do what they are good at, while managing the downsides of having more races in your city as well. To me, it seems like an extra challenge to have only one race in your city.
I think the margins are indeed a bit skimpy now, but to be honest making money was too easy before. Now you have to specialise and because you can "unlearn" tech you are also not married to any one industry forever in case you change your mind or you find out you are destroying the market for your export product etc.
I agree with your point about logistics. I think that tribute should arrive at import depots only (this Deliveroo type of tribute receipt is not very realistic as well) and there should be only one import depot per good type (maybe it can scale up if the population count reaches >5k or something to two import depots per good type). The logistics feel a bit casual now.
If by self-sustaining you mean as an autarky I think it is possible but extremely difficult, as it should be. If you work the import/export and invest properly into the right techs etc I think you can make it without conquest.
I can't imagine if you invest in farming and bread tech you would incur a loss if you run a bread empire (i.e. focus everyone on this and then import other necessities) now... did you test this?
I am simply playing the game, switching between different races as I play. But how can you call me a racist? I request you retract that.
It's never stated that you must mix any races in the city, but the efficiency is kinda nudge you to. Of course mono cities will be harder due to efficiency scaling factors.
The same is true for every single industry. Stuff like paper makers add the resource cost to the product.
There are still differences due to miscellaneous factors, but nothing fundamentally changed how the industries generate profit in V68.
2. I am not sure about that. This could be an issue of perception. The early production researches are now more costly in terms of manpower, but reaching the final level of a tech is now attainable for all industries. The costs of doing that were standardized.
Some civic researches are a bit more expensive now.
One issue is that labs now have a very large experience boost. While you do get increased efficiency the more you have (similar to the old libraries in a sense), it may be overlooked.
3. If research really is substantially more expensive, humans would be better, not worse. You can not avoid investing in research after all.
4. I will make a note to check the global buildings. Hopefully, we can prevent the ridiculous stacking modifiers from V67.
5. That has not been my experience when I tested. There are some things that can make it appear like that is the only viable choice though, which is definitely not a good thing.
It's just a game relax, it was a comment made in the context of the game. But as you appear to be concerned, maybe it helps you to know that Harvard studies have already proven that literally everyone is a "racist" (carries a subconscious bias in favor of most often the own or sometimes even another race). So there is nothing to retract as clinical evidence has borne out everyone (>98%), very likely including yourself, is a racist. Me too! Let's not get too triggered about everything shall we?
Yeah but obviously the mechanics are working against you a lot if you want to have a big city with just one race. Of course you *can* do it, as I said, it's just more challenging.
The only benefit you have for a 100% one race composition is you get no "others" malus (but you can also avoid that by mixing a species the primary species likes) and if you keep them above 66% a full majority bonus.
The combination of humans, dondorians and cretonians for example gievs you a good mix of abilities without any major negative fulfillment issues and no race war genocides in your city as well. Tilapis and Amevians (and Garthimi but who ever considers those buggers) deserve to be a little bit OP, because you also incur more costs from mixing them in.
I really like this concept to be honest, as an economist. However there could be some randomness, maybe more events, that steer prices in a non-equalized direction and give opportunities.
Also I noticed sometimes you can buy cheaper and sell higher to other neighbours especially if your trade network grows a lot. This is a very nice outcome that even though the above is the aim there are still significant enough regional differences. And this type of trade/arbitrage should be possible indeed.
Indeed very true the human-only player should have some benefits in this regard.
However personally I hate those dandy and overall useless and depraved humans and their stupid wishlists so I have them as my slave caste. I treat them very nicely, but only as they are slaves! And it is unbecoming to be unpleasant to one's pets. Sometimes I emancipate one just to persecute it and execute them so they may remember kindness comes at a cost as well.
Seems like an efficient stratz too.
Is it me or is taxation better now (with bankz)? I find myself taxing the regions ratehr than getting tribute where that wasn't the case at all in V67. Maybe it has other factors involved? Either way I did the math and taxation far outweighs the value of the tribute the regions can provide even at import (rather than export) price levels.
Unless I am mistaken this seems like a mechanical flaw. It should be more worthwhile to use the region as input for industry than to directly tax it and import the output goods.
Some things are also not considered in the simulation and these things also make it less equal.
For example, currently, AI factions do not pay for logistics. If a recipe demanded 100 units of input with 100 units of output, you would need an army of warehouse workers to move it.
This good would be cheap to buy, and terrible for self-production.
The banks thing is not really intended. The regions should keep pace somewhat with the capital, but the global buildings are probably too effective at the moment.
I clearly demanded that you retract your insult toward me, and you refused. Fine. There is no longer any need for conversation between us.
As a early game player, looking at a tech you always bought at 300 pop now being locked behind 300 innovation and 150 knowledge is not a positive experience. I'm at nearly 2k pop and I haven't even upgraded my hearths and wells yet, because the tech cost isn't worth it.
Also the idea that all industries are roughly the same in terms of profit just means the fun has been optimised out of the experience. The choice of what to produce in your city is mechanically meaningless now.
To the contrary, if it is not more or less the same you get an OP meta that is objectively the best (and thus not a) choice. Now you can choose what you want to specialise in based on all your considerations.