View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0017284 | Stars Beyond Reach | Suggestion | Jun 17, 2015 10:50 am | Aug 1, 2015 2:44 pm | |
Reporter | gwmngilfen | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.894 (The Early Experience) | ||||
Fixed in Version | 0.904 (Top HUD Redesign) | ||||
Summary | 0017284: Resource-using buildings need to be explained | ||||
Description | As per @kasnavada's explanation on the forum: "To work a resource, first you need an extractor (deep mine, extraction facility, sea mining platform, harvest facility), then the resource points to the building where it's actually going to be used. Most animals for example are "extracted" by harvest facilities and "used" by guidhall. When you build a guildhall you can select resources you've extracted. And then the guildhall (or similar building for other resources, written in the tooltip) actually are the one giving the adjacency bonus." I *completely* missed this in my first playthrough, thinking that the adjacency bonus was applied around the extractor. The system works fine once you understand it (I really like how it aids with my city planning), but it *definitely* needs spelling out for new players when the tutorials are written. | ||||
Tags | No tags attached. | ||||
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For 0.904 (not all of this applying to all the records I'm posting this to, but related) : * Now when you know of a resource on a tile, you cannot build a surface building on top of it that does not gather that resource. ** Same goes for the AI, except they'll always know the resource is there. ** If you place a conflicting building on an unknown resource, its construction will be cancelled during interturn via orderly demolition, and the resource will be revealed. * Resource production once again goes into a stockpile, rather than just being the amount available each turn. ** But each resource only has ten units, and once that's been extracted the resource marker disappears. ** The base extraction rate is 0.05 units per turn, multiplied by whatever bonuses and penalties. The stockpile does not increase (and the remaining amount in the ground does not decrease) until a full unit has been "mined". ** Any extractor not on a resource will self-destruct during the interturn. * The player can no longer build underground mines. * The buildings that used to consume resources to provide adjacency bonuses now do neither. For now, they're pointless. Thanks :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 17, 2015 10:50 am | gwmngilfen | New Issue | |
Jul 31, 2015 11:07 am | Chris_McElligottPark | Assigned To | => keith.lamothe |
Jul 31, 2015 11:07 am | Chris_McElligottPark | Status | new => assigned |
Aug 1, 2015 2:44 pm | keith.lamothe | Note Added: 0042687 | |
Aug 1, 2015 2:44 pm | keith.lamothe | Status | assigned => resolved |
Aug 1, 2015 2:44 pm | keith.lamothe | Fixed in Version | => 0.904 (Top HUD Redesign) |
Aug 1, 2015 2:44 pm | keith.lamothe | Resolution | open => fixed |