![]() Unless there's an extreme imbalance of goods needed for the next couple of unlocks, once a goods building is planted, it generally runs until all the goods I need for the entire run have been completed. If I do, it either means I get ahead on goods production, or buy another expansion earlier than otherwise. The only way to rush goods is to get lucky with 4x production. I can say, at that stage of development, I'd be running one axe, 2 mead, and one horn. By then, I'll probably have all the horns and will be looking ahead a tech or two, and start producing while I finish up mead. You might even be caught off guard with a x4 near enough to the end that it brings your plans forward (which is where it’s better to diversify once you’re nearing the amount of a single good you need so if you get a x4 it’s not wasted on something you can’t use)Ĭlick to expand.I would have looked ahead and run axes to unlock the last tech, and with only 4 axes needed for the next tech, probably the next tech after that as well. If you manage to catch it early enough you should be able to start producing the 10’s without adding much time onto the end if any. This usually is enough time to place down willows and goods buildings. So as I wait for that single goods building to finish I tear down anything I don’t need and replace it with what I do need. What usually I find happens is on the final collect of goods I’ll have more buildings then the amount I need for unlocking final techs. You only need to change once you get to the wool, maybe once you get to horns depending on how the run pans out As such, they shouldn't take 8 hours! Even 1 hour rebuilds are reasonably costly at times (can I check back promptly after that hour to restart the buildings?) and will still make people have to make the decision as to whether it's worth it.Click to expand.I’ve always produced whatever goods type I need as I need them prioritising any additional buildings to be the ones that will shortly be in high demandįor your specific strategy you don’t have to deviate too much early on. You lose effectively *all* of your production in rebuilds for the duration - making up 8 hours of production over a couple remaining days would require a *massive* increase in efficiency. Reduce 8 hour construction times to 4 hours or less. The potential would be there at least though. I'm not sure this alone would really cause people to use mead halls as you'd still need to have unlocked wool and have spent a significant number of goods before you ever get it. All techs would still ultimately need to be researched, but one could choose which ones they leave for last and never use. If I decided I wanted a mead hall I could choose *not* to spend goods on the earlier techs and get it early enough that it could make an impact. ![]() The research order could not be forced. ![]() Some of it could be offset by less goods needed to unlock the buildings but it's not a simple balancing act and I think the settlement would ultimately need to be at least a little longer. It's probably too late for that though as significant changes increasing the length of viking settlement runs would meet with much outrage from a population that largely doesn't like the feature to begin with. This would mean almost half of the settlement's needed goods could be made after all buildings are available. The final quest instead could be 'have 200 of each viking good'. The quest line could not be finished pretty much immediately after the last tech. IF they wanted to fix it (and that's a big if), there's a few things they could do Mead hall is perhaps the worst offender, but it's not like I build Old Willows, or Clan houses ever either. The viking settlement tech system as a whole is a bit of a dud.
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