Why starting economy so bad?
Posted: Sat Nov 25, 2023 5:51 pm
Hey, just getting back into this game after a while. Some of the updates look pretty good.
But I notice now that the new Stonemason retort is essentially required. The starting own has 4 citizens, with 1 garrisoned unit. With this you have to typically put 3 citizens on farming and you have one rebel, leaving no manufacturing at all.
The only way around this is either to use Halflings, get lucky and have Wild Game, delete the starting unit, or take Stonemason.
But forcing everyone who isn't Halflings or Stonemason to delete the starting unit just to be able to do anything makes no sense. Otherwise you have to start by building a Granary which takes 40 turns with 0 workers, which is absurd. With Stonemason you build the Granary in 4 turns.
Something isn't right with the starting situation, you shouldn't have a rebel to start.
But I notice now that the new Stonemason retort is essentially required. The starting own has 4 citizens, with 1 garrisoned unit. With this you have to typically put 3 citizens on farming and you have one rebel, leaving no manufacturing at all.
The only way around this is either to use Halflings, get lucky and have Wild Game, delete the starting unit, or take Stonemason.
But forcing everyone who isn't Halflings or Stonemason to delete the starting unit just to be able to do anything makes no sense. Otherwise you have to start by building a Granary which takes 40 turns with 0 workers, which is absurd. With Stonemason you build the Granary in 4 turns.
Something isn't right with the starting situation, you shouldn't have a rebel to start.