无尽帝国 2 ENDLESS™ Legend 2

无尽帝国 2 ENDLESS™ Legend 2

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NZK 9 月 30 日 上午 11:22
Removing a territroy from a city
I remember from Humankind, that adding/removing/evolving territories from cities was fairly straight forward utilising the displayed options.

Can someone tell me where this option is for EL2? I want to evolve a attached territory into a city but can't seem to find the button :(
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hanzzz 9 月 30 日 下午 2:52 
I asked and a developer responded https://psteamcommunity.yuanyoumao.com/app/3407390/discussions/2/594034910828929937/

Right now you can't remove territories
NZK 10 月 1 日 上午 11:20 
引用自 hanzzz
I asked and a developer responded https://psteamcommunity.yuanyoumao.com/app/3407390/discussions/2/594034910828929937/

Right now you can't remove territories

Thanks fella.

I obviously know nothing about coding/making games, but would this not have been a relatively minor thing to have implemented at the outset, given the Humankind connection?
bork9128 10 月 1 日 下午 4:02 
引用自 NZK
引用自 hanzzz
I asked and a developer responded https://psteamcommunity.yuanyoumao.com/app/3407390/discussions/2/594034910828929937/

Right now you can't remove territories

Thanks fella.

I obviously know nothing about coding/making games, but would this not have been a relatively minor thing to have implemented at the outset, given the Humankind connection?
thats assuming they would want to. Personally I like it better forcing you to consider the future and not just assume you can fix mistakes later
引用自 bork9128
引用自 NZK

Thanks fella.

I obviously know nothing about coding/making games, but would this not have been a relatively minor thing to have implemented at the outset, given the Humankind connection?
thats assuming they would want to. Personally I like it better forcing you to consider the future and not just assume you can fix mistakes later
You can't know map layout in advance, so your decision could be the most correct at the starting stage. Since the map changes through the game, it is logical that at least some underwater territories would provide better benefits. You just can't really consider the future when you don't even know full deck.
Sure you can, it's risk management no 4x is about playing with perfect information. It's about planning around knowing you don't know everything. Do you put a camp there hoping tidefall with give it a good place to expand, or do you put it some where that might be better now but won't get much better with tidefall, or do you wait for tidefall and store influence to jump on the new lands when they are revealed. Besides one or two slightly less then optimal camps isn't a game ender anyways.
最后由 bork9128 编辑于; 18 小时以前
引用自 Butcher
引用自 bork9128
thats assuming they would want to. Personally I like it better forcing you to consider the future and not just assume you can fix mistakes later
You can't know map layout in advance, so your decision could be the most correct at the starting stage. Since the map changes through the game, it is logical that at least some underwater territories would provide better benefits. You just can't really consider the future when you don't even know full deck.
you know in advance that the map opens up, so you can plan for it somewhat.
you have to be careful about what you attach. you also unlock more slots with research/improvements to make use of those lands luring in the depths.

most 4x games have resources which you cannot see at the start, you have to adapt to the situation later down the line, and live with the choices you made early on. that is part of the challenge with 4x games.
besides, you can always build a new city and than rush out some buildings / improvements to develop it and make use of those new territories.

i really hope that they will not change the current system as it would remove some of the challenge.
there's limited heads up for this at least, the "major resources" are already visible before next monsoon, so can use that as a weak guide.

otherwise... um... use more saves :D savescum when knowing future. would take manual saves far in advanced (unless you're comfortable making autosaves very sad and spaced out by say 5 turns each or something...)
引用自 Central
引用自 Butcher
You can't know map layout in advance, so your decision could be the most correct at the starting stage. Since the map changes through the game, it is logical that at least some underwater territories would provide better benefits. You just can't really consider the future when you don't even know full deck.
you know in advance that the map opens up, so you can plan for it somewhat.
You assuming that this isn't your first game in Endless Legend 2. If you just started playing - nah, you don't know even that. Not to mention different resource/village values of the lands that get revealed after the event.

What is the reason for being unable to destroy areas anyway? Population will be unhappy, but there is already a happiness bar to represent that. The game itself is singleplayer so far and it definitely won't be feasible in multiplayer anyway.
Ok your your first game night leave you at a disadvantage, but I'd expect that.

The main reason to not let you do that is that it adds weight and consequences to your decision. It forces you to make interesting decisions on when and were to settle rather then just letting you take it all and sort it out later.
引用自 bork9128
Ok your your first game night leave you at a disadvantage, but I'd expect that.

The main reason to not let you do that is that it adds weight and consequences to your decision. It forces you to make interesting decisions on when and were to settle rather then just letting you take it all and sort it out later.
"Interesting decision" is definitely an overstretch. More like gambling - settle now or gamba on sea bottom having better resources. I don't really find gambling exciting.
Just because there is some chance doesn't make it gambling, if that's how you feel then go play chess. 4x games are filled with making decisions on unknown information. I'd rather have to make decisions then just be able to do whatever and fix mistakes later.
引用自 bork9128
Just because there is some chance doesn't make it gambling, if that's how you feel then go play chess. 4x games are filled with making decisions on unknown information. I'd rather have to make decisions then just be able to do whatever and fix mistakes later.
"Mistakes" implies that you could make better informed decision. If you couldn't possibly know and then you randomly got better option then you can't talk about "mistakes", your terminology is simply incorrect.
引用自 Butcher
引用自 bork9128
Just because there is some chance doesn't make it gambling, if that's how you feel then go play chess. 4x games are filled with making decisions on unknown information. I'd rather have to make decisions then just be able to do whatever and fix mistakes later.
"Mistakes" implies that you could make better informed decision. If you couldn't possibly know and then you randomly got better option then you can't talk about "mistakes", your terminology is simply incorrect.
you know in advance that 2 stategic resources get unlocked per monsoon, so yeah you have some information, you can also zoom out a bit and see what resources are next to the shores.
引用自 Central
引用自 Butcher
"Mistakes" implies that you could make better informed decision. If you couldn't possibly know and then you randomly got better option then you can't talk about "mistakes", your terminology is simply incorrect.
you know in advance that 2 stategic resources get unlocked per monsoon, so yeah you have some information, you can also zoom out a bit and see what resources are next to the shores.
2 strategic resources per monsoon? Did I miss the particular tutorial that mentions that?
引用自 Butcher
引用自 Central
you know in advance that 2 stategic resources get unlocked per monsoon, so yeah you have some information, you can also zoom out a bit and see what resources are next to the shores.
2 strategic resources per monsoon? Did I miss the particular tutorial that mentions that?
not sure if it was mentioned in a tutorial, its just something i noticed in my games.
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