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Training and Building simultaneously

Training and Building simultaneously

In the previous incarnation of Elemental, you were allowed to build structures and train units simultaneously.  In the current E:FE builds, you have to choose between one or the other.

This obviously was decided upon for a reason, but the effect is that if you don't have hostile neighbors giving you grief you have time to focus on city upgrades, but if you are under threat, and are focused on troop building, you will slowly fall behind in the late game as far as city development.

This becomes more significant if multiple paths to victory are to be fully implemented (technology, diplomacy, etc.).

I would recommend a compromise, where if you choose to do both simultaneously, production times are increased, perhaps 33% for each.  As you will be spending Gildar to do both at the same time, this will also reduce the amount of Gildar available for other things (equipment purchases for champions, etc.).

Thoughts?

10,178 views 28 replies
Reply #26 Top


That sounds like a cool idea.

Reply #27 Top

I think that the *time* it takes to build units is fine, just the maintenance that is bad.

 

Meanwhile, buildings should both be more meaningful and take longer to build (at least the early game buildings).

 

--> Now some buildings imho already take too long to build, (at least for what they are worth), but in general I think buildings should be something you need to invest in.

(I'm not sure ... maybe investment should be Governors that increase building times, as well as a Mason's Guild)

 

But thus far I don't see units needing to be built any faster ... we have enough production as it is, just not enough *early taxes* to pay for those units.

---------------------------------------------

 

Another thing I would be interested in seeing (at least to see how it goes) would be allowing a stack to take in more units.

Say, with max tech having 12 total units possible in an army. Possibly with 1 Champion for free in a "leadership" slot.

 

Not sure how the breakdown would be ... maybe start out with 1 leader slot + 6 unit slots. upgraded to 1/7, then 1/8, then 1/10 ... and then the last two upgrades would be 1 leader slot +12 unit slots and then 2 leader slots +12 unit slots. (for stacking leader bonuses)

 

That way, those that don't focus on leader bonuses can completely skip the last one (that unlocks two leader slots) unless they just want an extra champion in the mix.

Reply #28 Top

Quoting Tasunke, reply 21
I don't think penalties for switching the que around really add much to the game. It just falls under the pitfall of noob traps.

It doesn't fall into the 'easy to learn, hard to master' category but rather the 'hard to learn' category.

 

I think Bread vs Butter is an interesting choice but please make the build ques more flexible.
End of Tasunke's quote

 

Maybe it is what they take away?

If we had penalty free queue switching at the moment here is what I would be doing-

Build one mega unit to within one production/gildar of completion.  Move it to the back of the queue.

Build another mega unit to within one turn production of completion.  Move it to the back of the queue.

Get on with normal production until...

ENEMY ALERT (i.e. city is about to come under attack, or alternatively I have gone total war and am about to blitz...).

Move what I am currently producing to the back of the queue. 

Pay 1 gildar (or even 0 sometimes :D ) to finish the first mega unit.  My second mega unit will also finish in the same turn.  Now I have two mega units (per city if I want) for which I pay no maintenance until I am ready for them to defend/attack.

Cheese alarm :borg: