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Other New Resources

DeletedUser1596

Guest
Instead of asking for something new, I'd like to ask for something not to come. I'm talking about another resource.

Whole game begins with only a coin, a hammer and a research point as main resources to fuel our progress. Each has different use and they are harvested in a different way. In my opinion, excellent choice of game mechanics.
Very soon another 9 resources followed (marble, steel...). All 9 are the same, they just look different. They are nothing but coins and hammers converted to different number with a small picture. Harvested the same way as hammers. Supporting the production with a relic-based bonus was a good move, until we hit the bonus-cap. The only good thing: plenty of nice buildings.
With the first guest race another two useless resources came into play. But because the guest race was a new interesting feature, those 2 resources were ok.. for a while.
Then we got Orcs as a resource used mostly to buy out provincies. This is where I thing the game went too far.
Then mana. Not a bad idea, decaying resource growing on cult. buildings, nice. But already too much.
And now... Halflings. Another 8 temp. resources and another permanent one. Really? For me, it's not interesting, fun or a challenge. It's just a mess.

So I'd like to ask: No more new resources.
 

SoggyShorts

Well-Known Member
I have to disagree, especially about temporary resources. If it wasn't for granite/copper/ambrosia/refined marble/ apples/ bread etc then you could just build as many boosted factories as possible. Where would new challenges come from each chapter?
I find the first 5 chapters to be the least interesting because all you do is build more of the exact same buildings. Guest race goods/buildings are the only change that makes getting to a new chapter interesting and different.
 

DeletedUser1901

Guest
I agree with Soggy. The settlement resources add new depth and a bit of lore/story. Armory Orcs being made in a building that already exists and has other uses, and Divine Seeds being made in a building that we basically would be screwed without make those resources less "messy" to me. If they got their own new building type that would be a mess. Mana is the same way, tacked onto existing building types. Since we need lots of mana, the change to require culture buildings to have a street connection for Mana seems justified.
 

DeletedUser1596

Guest
Well, that's a surprise to me. So far I haven't met anyone who would want more of those. I thought that 23 resources might be more than enough. I don't see any reason why you would want even more, but if 30 resources will make you enjoy the game more, I can handle that, no problem. I just welcome every new resource with a facepalm.
 

SoggyShorts

Well-Known Member
It's not like you are still making guest race goods after you finish the chapter.
So it's really just
  • coins
  • supplies
  • KP
  • population
  • culture
  • 9 goods
  • orcs after reaching ch8
  • mana after reaching ch9
  • seeds after reaching ch11
  • current guest race goods
I don't think they need to add a permanent new resource each chapter, but I'd be fine with something added every couple.
 

Marindor

Well-Known Member
Like it's mentioned here already: The new goods are there to keep the game challenging so we have no intention to stop implementing them with our guest races :) We'll archive this thread now.
 
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