I think he was referring to the fact that because he was the only one there, every single computer on the floor was helping him compile his project quickly. Including mine.
AnthonySalter
Thank you guys very much for the info and saves; I'm pretty sure I've got this one fixed. I also went ahead and optimized the levelling up process for cities since it was taking so long on some of these saves. Anthony Salter
This issue has now been fixed; upgrading improvements (either under construction or already constructed) will cost you no additional gold. Thanks for pointing this out, guys.
[quote who="Scoutdog" reply="27" id="2542466"]I actually find the eight-tiles-per-upgrade rule a bit silly and very restrictive at the same time. Instead of a hard cap that doesn't really make much sense from a realistic point of view, why not just add in a logarythmically/exponentially-growing cost (in production, efiicicency, population, gold, whatever... I'm thinking population getting tied up in logistical jobs and thus becoming unavailable) for each tile expanded onto over the city level
That is a fire shard. And yes, you do.
The plan is that improvements become much more effective at higher levels (we're still hashing out how effective) so doing something like building a level 1 city and surrounding it with eight schools in order to try to rush your research will be a bad idea. That city will never upgrade because it doesn't have the food and housing necessary to, and will be easily outstripped by a level 2 city with two colleges (for instance). We are also putting a cap on the number of certain impro
GhostKingGeorge: Right now you can research and then built better city walls, which will give units in your city defensive bonuses in combat (we're still working out the details). I don't think we're planning on turrets. vieuxchat: No, the upgrade will be triggered by either the city levelling up or you researching the correct improvement. So you don't have to worry; it'll upgrade either way.
Hi! I'm Viridian, also known as Anthony Salter, and I just finished a major revamp of the citybuilding system. I'd like to talk today about our design goals for citybuilding and how the system currently works. First, let's look at how our major inspirations, Civilization and Master of Magic , handled cities. In both games, cities were fairly abstract. They consisted of a single icon on the map and a screen full o
How's this?
Hi, everybody! Name's Anthony, I'm a coder, and this is what I really look like: Been around a long time (as you can tell from the thinning grey hair) and I'm pleased as punch to be working at Stardock.