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Salvina
New Poster
Joined: 18 Jun 2012 Status: Offline Points: 19 |
Topic: Limited Plots. I need to be creativePosted: 30 Aug 2012 at 23:26 |
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1. Can I demolish my Carpentry, Stonemason and Foundry once I make my
Fletcher, Blacksmith and City Wall?
2. Will I be able to level the
Fletcher, Blacksmith and City Wall once I do? 3. Will I be able to make a Bowyer, Forge, Chain Armourer, Swordsmith and Plate Armourer? Please help. |
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Bonaparta
Postmaster
Joined: 03 Nov 2011 Location: Milky Way Status: Offline Points: 541 |
Posted: 30 Aug 2012 at 23:32 |
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Yes to all.
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Rill
Postmaster General
Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
Posted: 31 Aug 2012 at 02:54 |
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You need a stonemason level 5 to do the research to make a siege workshop. A siege workshop is not really needed in most cities, but it's handy to have the research completed.
You might also think about your city specialization. If you plan to have a lot of troop upkeep reduction buildings, a resource boost building for the relevant resource might be important in the long run. However you could just rebuild it when you need it.
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Salvina
New Poster
Joined: 18 Jun 2012 Status: Offline Points: 19 |
Posted: 31 Aug 2012 at 03:04 |
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Salvina
New Poster
Joined: 18 Jun 2012 Status: Offline Points: 19 |
Posted: 31 Aug 2012 at 03:04 |
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Thank you both.
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Tordenkaffen
Postmaster
Joined: 16 Oct 2010 Location: Denmark Status: Offline Points: 821 |
Posted: 31 Aug 2012 at 14:15 |
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Salvina - your T2 buildings consume basic resources - so before you tear down carpentry, foundry etc. - you should have formed some idea of how much your future T2 buildings will cost you - otherwise you could go into a basic resource deficit - and that aint fun at all.
Cheers
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Salararius
Postmaster
Joined: 26 Sep 2011 Location: USA Status: Offline Points: 519 |
Posted: 31 Aug 2012 at 14:55 |
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No building is ever a pre-requisite of any other building (AFAIK). Pre-requisites for buildings are research (which can't be destroyed). For any given research chain (Timekeeping->Craftsmanship->level 7 iron mine->Smelting->level 5 foundry->Smithing->level 10 blacksmith->Forging->level 1 forge->Plate Armourer->Plate Armourer), it's now possible to destroy earlier buildings once you've completed any research further in the chain. Since that is so consistent, I wonder if it's for game logic or for coding logic (the distinction is pivotal). I wonder if this is as planned (ie. will never change) or is an unintended consequence of the app design that the devs will "fix" later on? Illy originally (up to a little less than a year ago) had 25 buildings and 25 building plots. People didn't have any reason to destroy buildings so there was no question about whether it was correct to destroy a building earlier in a research chain. The way things worked implicitly depended on people not destroying buildings because why would they bother?
I bring this up because originally you could build cotters and then destroy the cottages. Players did this. Then the devs "fixed" this and then cotters were destroyed when the cottages were destroyed (or as soon as the cotter returned). As of today you can build diplo units and destroy the consulate and the diplo units come and go just fine. This seems at odds with the "intended" cotter behavior. I wonder if the diplo unit behavior has been overlooked (because the coding "correction" hasn't been implemented there) or is as intended. Widening my wonder, if they overlooked the diplo behavior or simply haven't gotten around to fixing it then I wonder the same about the building chains now that we see a lot of players destroying buildings earlier in the research chain (myself included). Is it a flaw in the game logic that exists strictly because of how things were coded that they will "fix" later on? Or, is that how the game is supposed to work? I'm not sure what the intent of the game designers is, although the implementation is clearly as people here have stated. I do not know if I feel these thoughts are words of caution or a question that someone can answer? |
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Janosch
Wordsmith
Joined: 19 Oct 2011 Status: Offline Points: 169 |
Posted: 31 Aug 2012 at 17:09 |
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I am fairly sure they are not going to change the things
stated in the initial question. I thought it used to be the same with vans as
with diplos (you can demolish market place and still maintain your vans). But I
think the benefit of a consulate (diplo visibility and the possibility to
reconstruct diplos) will result in a very different behaviour compared to
cotters (makes much more sense to demolish them). And also the change of the cotter behaviour (just after implementation) is not as drastic as the change of the diplo behaviour would be. But you cannot know what will be changed in the future. |
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dunnoob
Postmaster
Joined: 10 Dec 2011 Location: Elijal Status: Offline Points: 800 |
Posted: 31 Aug 2012 at 19:30 |
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Ander
Postmaster General
Joined: 24 Apr 2011 Status: Offline Points: 1269 |
Posted: 01 Sep 2012 at 04:49 |
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You required blacksmith 10 for the forge 1 or the "forging" research?
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