![]() On the plus side the maps are enormous, the artistic style is nice and a lot of the mechanics felt 'right'. There isn't any warning for any of this, you have to do a heck of a lot of babysitting to do well, though some mods help. Similarly when a city has more unhappy citizens than happy ones then the city basically shuts down on the next turn, and this continues until it is fixed. If a city requires 1 excess food to grow to the next size and you produce 4 per turn then 3 will be wasted, if your warrior is 3 shields from completion and your city produces 7 then 4 will be wasted, and similarly commerce spent on science that is beyond what is required to complete the next tech will be lost. ![]() 3 tends towards very heavy micromanagement.Īnything you produce above and beyond what is required in the current 'action' is lost ![]()
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