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Topic ClosedAdvance Notice: Changes to upkeep, resources etc

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White Beard View Drop Down
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Direct Link To This Post Posted: 10 Sep 2011 at 22:58
according to the rumourmill that is called GC the changes are happening next week. Could we have a confirmation or denial of this from the official channels pls?
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demdigs View Drop Down
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Direct Link To This Post Posted: 10 Sep 2011 at 17:05
also specialization in between cities will be helpful so u can build all the resources you need in your cities and just move them in between your cities allowing you to maximize production per city
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Direct Link To This Post Posted: 10 Sep 2011 at 12:54
Further specialisation options always sounds good, especially for Civ migrants like myself :)

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Llyorn Of Jaensch View Drop Down
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Direct Link To This Post Posted: 09 Sep 2011 at 22:25
Originally posted by JohnChance JohnChance wrote:

Not so bad if we could demolish . . . or the fountain.


But where would Lawn throw all his lucky coins?
"ouch...best of luck."
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Direct Link To This Post Posted: 09 Sep 2011 at 20:27
welcome to the forums, dem!
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demdigs View Drop Down
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Direct Link To This Post Posted: 09 Sep 2011 at 19:28
first post, i am very excited to see the new types of buildings, and once i do i need to figure out which way to go with my cities and figure out what way i want to renovate everything to make my cities more effective
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Direct Link To This Post Posted: 07 Sep 2011 at 07:56
lol, good point ... the black hole would be what would worry me ... who knows what building might fall in next
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Direct Link To This Post Posted: 07 Sep 2011 at 07:55
Not so bad if we could demolish the paddock in non horse producing cities though and put one of the new buildings in it's place . . . or the fountain.
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Direct Link To This Post Posted: 07 Sep 2011 at 06:50
would be terrible to see your city land with a black hole where your paddock had been ... and no way to rebuild ...

the horror!
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Direct Link To This Post Posted: 07 Sep 2011 at 04:20
Originally posted by White Beard White Beard wrote:

a list of the new buildings would be nice to have, so at least we could work on figuring out what to build and what not, what is a good spot to place a village and what will give the biggest benefit.
The new buildings are taking longer than anticipated to balance correctly, so we will release the "Exodus" moving city tech before the buildings - However, we will also provide a list of the new buildings and their general requirements (e.g. High clay consumption, medium stone, low other res)

Again - the city moving tech is taking a little longer to test than we anticipated - as we don't really want bits of you city to start disappearing; other than the specified ones O_o


Edited by GM ThunderCat - 07 Sep 2011 at 04:22
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