Specifically, in the announcement you've said "A related problem is that Town Centers were easy to power-level once you had enough items." but the tactics I'm using (replacing the town center in a pre-existing "large town full of houses and zero happiness" with a new town center) makes it very easy to power-level town centers (after building the new town center you just click the "upgrade" button 9 times while the game is paused, so after you reach a certain stage it's "instant power levelling" of all your town centers if you have the coins).įor clarity there are 2 reasons I want 5 level 10 town centers:Ī) to get the maximum amount of prime real-estate (land where happiness bonus and town specialities apply) so that I can achieve "maximum awesomeness" (highest possible happiness, profit, items per second. I've succeeded in getting five level 10 town centers (and 70+ level 10 houses) by moving houses and town centers around but I feel like this goes against the original intention of the changes. So the issue is basically you want to run multiple Level 10 Town Centers, but it's either not possible or is prohibitively difficult to sustain enough houses at each of the Town Centers? So it's very likely some balancing needs to be done at the high end. Originally posted by Erik Asmussen:To be honest I didn't have a chance to truly max out a map on the latest changes (since playthroughs can take up a lot of development time, and it's just me working on this). Note that my over-all strategy is to slap together an ugly mess (with no boosters or bonuses, the least concern for happiness possible, horrible logistics, etc) to get all the research, town center and house upgrades out of the way then rip apart the early game mess and start building everything properly (starting by finally figuring out how far apart town centers need to be to be "as close as possible with no area of influence overlap", then constructing a magic rail backbone for feeding market buildings). Specifically, I'm using one town (with high happiness and very few houses) to level up the houses, then shifting the level 10 houses to a second town (with zero happiness) to get the "zero happiness" town's town center to level 10 and once I've reached that point I'll be moving the level 10 town center elsewhere and building a new one in its place to rapidly get the remaining town centers up to level 10. Currently I'm struggling to get a single town center to level 10, because I'm currently limited to 64 houses and need 60 level 10 houses in the same town. The issue I'm having is that I want 5 town centers at level 10, and to do that I need a total of 300 (level 10) houses(!). I'm not sure what trouble Asmussen is having. But I'm not entirely clear on what the issue is here - you're saying that a single town is now the only valid way to do it, or the other way around? And which feature is causing you to feel this way? Always open to feedback on this stuff. Hmm, I hadn't planned on balancing things so that one strategy or the other is dominant.
this is an issue since i now have to duplicate house supplying infrastructure for every district and i still havent figured out how to deliver items that dont fit in a mine cart in an efficient way. instead of treating the different centers like quarters of a macropolis and delivering everything to the central habitat, i now have to put houses everywhere im producing to get the full benefit of the town center boost. connecting the towncenter upgrades to housing level and making it dynamic downgrading.
In other words i can stop using multiple town centers entirely. Youre basicaly saying im wrong to put all houses in a central processing-hub town and use satelites to produce the raw materials only. Originally posted by ⚠️ Kapudd im Kopp ??:the town center level change invalidates my approach to housing.