DeletedUser14664
so each strike team building gives 4%?
so each strike team building gives 4%?
one striketeam gives 4% attack, that are 8 levels and with a few shrines as replacement it takes years before those 4 shrines compensate 1 striketeam.
but you can use the FP to increase the attacking bonus of your GB... But what "shrines" are you talking about? The only shrines I have are shrines of knowledge, and they don't have anything to do with attack bonusses.
There are several flaws with this design, and you probably can fit up to 2 if not 3 strike teams extra.
Despite that fact I think the update is too early, considering it's only been in Beta a few weeks, I'm not sure how many times it has to be said (and yes I am being pedantic) but do we really have to continue to suffer poor information about what updates contain. I am sick to the back teeth of half-hearted attempts. It's like, someone sat there and just thought, 'can't be bothered today, it's Friday and need to go home to see me mam'
- Please structure the update so it details WHAT some of the updates actually mean. We do not have Crystal Balls
- What's a canal?
- Please update to include all the details of the new GB's. I mean come on really, you give us a GB with two names that mean absolutely nothing.
- Please update to include detail as to whether GvG is in our out of scope
- What's a strike team?
- What's reactive armour?
- How does "hitting multiple enemies' work, is it a multiple hit with the same value, or a multiple hit where the value is aggregated among them all?
I'm just using these as examples, so not every area is covered, but c'mon Inno, pull you're fingers out of your backside.
Is it too much to ask, for a proper full set of release notes.
Well update has been released and surprise surprise - no contemporary era on any of the 10 worlds
You also have to note the population is different for each building as well; plus, if you don't get enough PE goods from your GBs, you have to included the space needed for their unrefined goods' buildingsWhat was the thought process behind the happiness penalty for goods buildings? It's one thing to choose a junkyard over a toy factory based on the happiness bonus/penalty because you're choosing to have the more productive building despite the happiness penalty, but when the goods boosts are random, someone can really get screwed based on what deposits they get.
The person with granite, alabaster, and copper deposits has to build more cultural buildings and boost their happiness than the person with gold, honeycomb, and copper to produce the same amount and distribution of goods through no fault of their own.
You also have to note the population is different for each building as well
plus, if you don't get enough PE goods from your GBs, you have to included the space needed for their unrefined goods' buildings
Correct, just like the LMAAm I overlooking something or does CE have no roads?
Exterminate! :pAddition: Also, the thought of a quest by Rinbin asking me to research Daleks terrifies me.
Sorry, didn't actually analyze the buildings before; it worked when comparing the spaces of the ME or PME buildings, so I assume it was a mix of the two here.Didn't notice that, that does make it better.
That one doesn't quite fit. The space needed for unrefined goods buildings is pretty much even, with the Bionics/Asbestos combination being 49 (24+25) spaces, to the Gas/Explosives combination being 50 (30+20) despite the drastic happiness differences. The varying space thing has always been present with goods buildings, the population difference is what offsets the happiness penalty/bonus.
only 1 victory expansion? Where is the second?