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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:17
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I finished Chapter one, and am about an hour and a half into chapter two. My border has finally reached up to the native settlement. Im behind them in area and pop, but well ahead in military and gold, so this seems like it would be a good time to attack them, IF war is inevitable. So how do I do that? Is war triggered by an event? Is there something I need to do?
And how do I get soldiers to the buildings I want them at? It seems the game only lets me allocate among frontier, outer, and inner areas. I only have 2 soldiers at my fortress - not sure how to get more there. Why are so many soldiers kept back at HQ?
Is there any advantage to wheat farm-pig farm - slaughterhouse chain as a food source vs wheat farm-mill-baker?
What good does the brewer do?
Is there any table somewhere, at a website maybe, that indicates production rates for the different buildings, optimal relations of input buildings to output - eg best number of woodcutters/ sawmill? This was easier in Caesar 3, IIRC. and some explanation of how long it takes a mine to be exhausted. And how the radius around a geologists discovery where its desirable to put a given type of mine.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:17
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quote: Originally posted by Skanky Burns
All except for the 1602 reference. I haven't played that game. |
another city builder/RTS type game, with a relatively granular economic model - plantations of different types feeding processing buildings, etc. It was set in a vague 17th century new world. You had warehouses filled with LOTS of different items, as in S2, and you had to make sure not to run out of tools - but in 1602 the tools were generic, not specific, OTOH in 1602 you had typical citybuilder style luxuries and building effects, houses, IIRC. In keeping with its theme, there was an emphasis on using ships to transport goods among different islands that tended to specialize. The later game in the series was 1503.
Settlers is odd, in that it has such a detailed economic model, but housing, and food (apart from the mines) is abstracted away.
It seems different, and interesting. Doubt it will end up on my top 3, or whatever, but ive got a ways to go.
Its already well justified its cost.
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Adagio

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quote: Originally posted by lord of the mark
another city builder/RTS type game, with a relatively granular economic model - plantations of different types feeding processing buildings, etc. It was set in a vague 17th century new world. You had warehouses filled with LOTS of different items, as in S2, and you had to make sure not to run out of tools - but in 1602 the tools were generic, not specific, OTOH in 1602 you had typical citybuilder style luxuries and building effects, houses, IIRC. In keeping with its theme, there was an emphasis on using ships to transport goods among different islands that tended to specialize. The later game in the series was 1503.
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I tried to like 1602 and 1503, but I never really got into it... 
quote: Originally posted by lord of the mark
Settlers is odd, in that it has such a detailed economic model, but housing, and food (apart from the mines) is abstracted away.
It seems different, and interesting. Doubt it will end up on my top 3, or whatever, but ive got a ways to go.
Its already well justified its cost. |
Yep, it's not just some typical game... I believe you either like/love it or hate it... though for people who didn't play it when it was just released I could imagine it being much harder to get to love the game...
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:17
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yah, well it would be easier to learn things if there wasnt this bug where every so often the game crashes if i click on the pigeon who notifies you of messages. Once its done that, the bug wont go away till ive restarted the computer. Then it goes away for awhile, but is liable to turn up again.
Building roads - im not yet to the point where I know in advance where Im going to put my buildings. Yeah, I could pause, and plan out where every building should go using pencil and paper - THAT sounds like fun I mean it almost makes planning out the perfect block system in Caesar3 sound joyful, by comparison. At least there I can build seminormal looking roads.
I mean ive already got to plan out which of the building sites im offered will disappear when i build something.
Lacking a manual, and seeing no analytical tables about the game anywhere online, im trying to get an intuitive feel for resource conversion ratios, optimal building ratios, and the like. While actually trying to, like, play a game.
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