![]() ![]() If you want to manufacture them, build the according good building. Goods Buildings: Goods are important for building Great Buildings, and much more.Those buildings do require some population in order to be constructed. Production Buildings: If you want to produce supplies ( ) then you should build those production buildings.Furthermore, they produce coins ( ) in form of taxes. Residential Buildings: These buildings provide population in your city, which is required for the production buildings and some special buildings. ![]() Not saying I don't complain about production quests, but they do serve a purpose.Currently, Forge of Empires has nine types of buildings. ![]() There needs to be more to city design than "how many OP event buildings can I squeeze in to max out combat stats or FP production?" Freeing that area you use for production quests does not make city building more interesting - it just means you stuff another couple OP event buildings in their place. Which then raises the question, what does that flex area do when it doesn't need to be blacksmiths for you? These are all interesting questions brought about by having production quests be a fixture of events. Maybe you have a flex area that can sometimes be blacksmiths to backup your 6 sleigh builders you use for "productions your age" when instead it's "24 8 hour productions". Or 12 and have it be somewhat comfortable. You could maybe get away with only 6 but have it be highly annoying. Tradeoffs like "how many production buildings do I want for the quests I know I'm going to have to do?" To make city building interesting you need diverse and competing objectives such that you're making tradeoffs. ![]() City building should be a focal point of the game. ![]()
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