Logo Platform
logo amplifiers simplified

Anomalies: how do I collect it ?

Reply
Copied to clipboard!
11 years ago
Apr 29, 2014, 9:35:36 AM
I asked the question on arqade, but I'm not quite sure of the answer. Basically, the answer suggests that from the moment I have an anomaly in my region, it should be enough to collect from it. It seems weird to me: shouldn't I rather build a city on top of it ?



Cheers.
0Send private message
11 years ago
Apr 29, 2014, 9:50:05 AM
I believe you have to expand a district onto it. I may be wrong, though! At least that's how I got a Tree of Life into my empire.
0Send private message
11 years ago
Apr 29, 2014, 9:50:10 AM
In order to get the advantages of an anomaly you need to build at least a District on it. It mostly increases the FIDS output of the hex.
0Send private message
11 years ago
Apr 29, 2014, 9:50:46 AM
Hello,



The anomaly reinforces the FIDS brought by the tile when exploited. To benefit from the bonus, you need to exploit it by building the city next (or above) to it, or expand and try to reach it by building a borough.



Cheers,
0Send private message
0Send private message
11 years ago
May 1, 2014, 10:54:19 AM
I was also looking for this answer.



So, "snaking" cities was an issue in Fallen Enchantress... will we see the same here, then?



No chance for a settler type unit able to travel to the anomaly and build upon it, or handle it like extractors? It seems a little contrived and inconsistent right now...
0Send private message
11 years ago
May 1, 2014, 12:10:16 PM
eobet wrote:
I was also looking for this answer.



So, "snaking" cities was an issue in Fallen Enchantress... will we see the same here, then?



No chance for a settler type unit able to travel to the anomaly and build upon it, or handle it like extractors? It seems a little contrived and inconsistent right now...




There has been a number of requests to expand the ways a region can be exploited. One the more popular ones was 'hamlets' which would function like sub-cities, giving their city tile FIDS. At some cost of course (pop, production, food, etc.). A bit like a burrow but with a circular target and the ability to be placed anywhere in the region.
0Send private message
11 years ago
May 1, 2014, 12:15:38 PM
eobet wrote:




So, "snaking" cities was an issue in Fallen Enchantress... will we see the same here, then?







Other than aesthetics, how is this an issue? Should the game force us to build into a particular shape?
0Send private message
11 years ago
May 1, 2014, 2:35:17 PM
Propbuddha wrote:
Other than aesthetics, how is this an issue? Should the game force us to build into a particular shape?


It's an issue because it is dumb. I can see nothing more immersion breaking than cities snaking halfway across a region. It should preferably be circular. Snaking should only happen on rivers and roads where it makes actual sense to snake, but not in the fashion where it is done now. I'd much rather see terrain be exploited by hamlets rather than snaking.
0Send private message
11 years ago
May 1, 2014, 3:00:05 PM
Propbuddha wrote:
Other than aesthetics, how is this an issue? Should the game force us to build into a particular shape?




It makes city placement less of a strategic choice if you can just snake across the map anyway.



And yes, it's also dumb. smiley: smile



But if it is going to be allowed, the halmet suggestion (or just another extractor) feels much more logical.
0Send private message
11 years ago
May 1, 2014, 3:22:56 PM
Sotof wrote:
It's an issue because it is dumb. I can see nothing more immersion breaking than cities snaking halfway across a region. It should preferably be circular. Snaking should only happen on rivers and roads where it makes actual sense to snake, but not in the fashion where it is done now. I'd much rather see terrain be exploited by hamlets rather than snaking.




I think they are actually trying to encourage compact cities with the District level mechanic. A snaked city will suffer massive happiness penalties, while a clustered city reduces those penalties and also receives some extra Dust, Influence, and Science income, as well as increasing the mysterious Defense Cap. Unfortunately, I am not sure if that bonus is big enough to compensate for the lower total number of exploited tiles. Going just by the numbers, it might be, especially given that there are precious few other ways to increase Influence income.
0Send private message
11 years ago
May 1, 2014, 3:41:03 PM
I like the idea of hamlets. They would be hard to defend but could be upgraded to have a bigger territory area. Maybe start with one hex of influence and then increase as population increases but also take some FIDS away from the main city.
0Send private message
11 years ago
May 1, 2014, 11:12:30 PM
T41 wrote:
I like the idea of hamlets. They would be hard to defend but could be upgraded to have a bigger territory area. Maybe start with one hex of influence and then increase as population increases but also take some FIDS away from the main city.


I think the ideal way to make hamlets work is the following:



- They occupy one POP.

- Extractors & Minor Faction work as hamlets. They also occupy one POP.

- Hamlets work in symbiosis with districts.

- Hamlets can be razed.

- Hamlets need to be built.

- A hamlet or extractor can be built for every 5th POP starting at 0.

- POP FIDS income reduced to 2. Buildings need a nerf as well.

- Hamlets only grant 50% of the tile resources to start with. 75% if connected to a road or connected to the city (neighbouring farms). 100% if connected by road and farms.

- Hamlets have a range of 1.

- Hamlets can be upgraded to villages.

- Villages have a range of 2.

- Villages keeps two POPs occupied.

- Villages require age 3 tech

- Hamlets require age 1 tech
0Send private message
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message