As we have pointed out, gardens, statues and similar decorative structures improve desirability in an area and cause houses to grow into better and larger structures. Adjusted certain walkers so they are no longer invincible to enemies.We have already spoken about the importance of having a desirable neighbourhood, since this is what is likely to attract more people to your city.Angry natives will now not attack roadblocks.Fixed an issue where warehouses storing food would destroy it while transporting it to a granary which partially accepted it.Prevent distant battle overflow, where sending too many or too strong soldiers would cause you to lose the distant battle.Immediate destroy buildings option now works properly on roadblocks, plazas, towers, and arches.Random event of collapsing clay pits and iron mines take 250dn instead of destroying the respective buildings.Trade routes need only to be open instead of importing to count their wine as different type to a city.All houses merge to 2x2 if they have the space.Food from wharves/farms isn't delivered to getting granaries.Food from wharves/farms is only delivered to close granaries.Double getting granaries cart pushers capacity.svx to make it more clear it's not compatible. A ship won't go to a dock unless that dock accepts all the goods that the ship trades. Add dock special orders, letting you select which ships will visit certain docks.Partial storages now displayed as number of units stored instead of F/H/Q letters.Added 3/4 option to granaries and warehouses.Add priority button to barracks, letting you choose if they should focus on manning the towers or forts.Added scrolling to military advisor screen, so extra forts are not displayed over or outside the interface.3 extra forts option changed to 4 extra forts.Allow individual buildings to be mothballed.You can now individually restrict access to warehouses/granaries to market buyers, traders and trading ships.Roadblocks can now allow certain walkers to pass through, like Emperor's gates.You can now specify how many goods you want to import, Pharaoh-style.Getting warehouses will now keep getting goods if partial storage is set higher than 8.Expand the limits of buildings, walkers, etc.Still the clone housing blocks remain and make my cities look bad. Having said that, you can still pretend that housing walkers are required and build those huts where needed. The doube pressing of 123456789 to get to the Advisor of a particular industry is pretty bad UI design imo and a step back from earlier games. Pleasing heroes feels pretty pointless too.just like a chore. I dont like the ability to micro buldings, you can individually disable farms etc, it feels too easy to control stuff, you can even disable industries.ĪND you can modulate working population by raising or lowering taxes, wchih also makes things a bit easier.ĭisease is not a major mechanic in the game. I also dont like how gardens look either. Those pictures look differnt too so your hyper optimal blocks still look a little bit d i v e r s e.Įmperor housing levels also look same-ish, so your natural blcok with different levels of houseing also looks same-ish. Pharaoh has 2 pictures for each housing level when your 1x1 merge to 2x2. You build a block and it looks like a clone army. One major negative that I overlooked in the beginning is that housing looks all the same. Its not really constraint on area, maps are big enough. The game has some things over Pharaoh, like the industries require more workers so that you have a tougher popuation start.Īnd the housing of them takes more place, though this is mostly a perception thing. You skip such a map with a cheat,Īnd then the same map appear in a mission I want to play but its completely empty since i didnt build on it. One thing that Emperor has are maps that you continue to build on in subsequent missions, which is nice on one hand but I dont like because I cheat-skip missions that I deem boring by goals or map look. The following Emperor campaigns are better than Pharaoh. The first 2 campaigns are just terrible examples, but so are Pharaoh campaigns. Though the "trade negotiation" dance pulls it down. I played Emperor a little bit more and its really close the Pharaoh, maybe even a little better.! The ability to water farms and working walls pull it up.
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