![]() ![]() So long as there's no downside to planting resources anywhere there is just no way long distance transport can even begin to make sense. I don't think this change by itself is quite enough, but it's a necessary first step. This change is just one step in the direction of encouraging more long distance transport of resources. Maybe eventually I will need to train in ore but not for a very long time. My level 8 base is still on the original patches with no end in sight. Mines: It never made sense to me that you could plop those mines anywhere so I like that is gone. Right now, you are FAR better off to build where you need to versus using logistics (at least things that feed into other production and wheat) You need so much it is better to build where you want it with little penalty and the gradual yield improvements come as bonus you scale. The improved tile mechanic is nice in that my production will ramp with demand. Instead, I build a new sugar farm near those on an open field and replaced those 4 caravans immediately (A full farm on random tiles was as good as the ~1/3 coverage on 4x sugar tiles plus long logistics lines). Example: I build sugar where I was supposed to and had 1 caravan taking it across the starting area to where apples were and 3 caravans going across the map taking sugar to where the medicine was. TL DR: Good for realism but does not achieve the stated goal of making transport logistics worthwhile.Ĭrops: I like the concept but farm tile+water+fert is enough. ![]()
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