![]() Let's say you have ten humans total with two living in a specific house. ![]() That's the optimal play currently, which is a shame since extra options are nice.Ģ) The increased resolve option is extremely bad compared to the species bonuses. Because of this, I think most people will just choose the +1 villager slot (for an extra stack of the global species bonus) and call it a day. There may be an alternative method of removing/reassigning individual workers in/out of the camps or production buildings also (there may be a couple tricks here) but either way, it isn't intuitive. This is extremely clunky for the sake of optimisation. If you want to do this in spite of your limited resources, you may keep 'rolling' until you get the villager you want and then delete other houses to get the resources back. Not much of an issue if you're able to build species housing for everyone (and can then just choose the movement bonus where relevant), but if that's not the case, you' have to keep building houses until the game 'rolls' the correct villager. The game will automatically decide which villager to place in a standalone house which will either make the bonus really useful or not so much. Let's say you have a Woodcutter/gatherer and someone else in a production building (who doesn't need to move too much). However outside of that, there are currently a couple issues from what I can tell:ġ) Not being able to assign specific villagers kinda makes the mechanic RNG in terms of whether the villagers assigned to the house are good benefactors of the movespeed increase. They definitely seem worth investing in for the race-specific bonuses.
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