It is reasonable that the Capitol be more population-efficient than the Innovation Tower, since IT also gives forge points. Innovation tower would scale similarly, being worth 18,525 population (15310 * 1^2). Capitol would instead yield 18655 population in the Future at level 10 (10500 * 1.1^6). To keep buildings from scaling in an absurd way, let's say for example that great buildings scale at a rate of 10% compounded. So the 10,500 population Capitol building (which is barely an improvement population-wise over an Arcology of the Future, and with far worse production) should increase in each age afterwards. Instead of having constant values, these nonscaling bonuses should scale exponentially. Specifically, the bonuses that never scale with age (and instead become worse and worse) are happiness, population, medals, coins, and supplies. Other great building bonuses do not and quickly (or gradually) become irrelevant, despite the GB requiring 3000-4500 FPs to reach level 10. Examples of things that scale: goods from collection, gvg goods from collection, units, % attack bonus, % defense bonus, % quest reward bonus, % supply and % coin bonuses all scale based on the age of your city or the buildings within your town (and better options exist as you age up). Make great building bonuses that currently have no age scaling such as happiness, coins, supplies scale based on age.Ĭertain great building bonuses currently have no scaling whatsoever while others do. I posted this a week ago on the US forums but got absolutely no feedback.
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