1.1.0 and 1.1.1 Feedback

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jdmillard
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 373
Joined: Fri Jul 26, 2013 7:20 pm

1.1.0 and 1.1.1 Feedback

Post by jdmillard »

Thoughts about 1.1.0 and 1.1.1
Overall I liked it a lot.

Field Training Damage: I think that the field training change is great. But like others have said, it doesn't really fix the issue that I can still make an insanely powerful army because healing my units is easy during peacetime. I think it would be worth a beta test to see what it would be like to cap the field training effect for any given unit to rank 5, allowing ranks 6-10 to be reached through combat. I would have to experiment with this though to develop a more solid opinion.

Former Work Duration Increased: I like it.

Minimizing Mutes Sound: This didn't work for me. I was on my Windows 7 computer when I tested it.

Resource Trading Market: I like the concept, but I didn't use this because it was too expensive to buy and too cheap to sell. Was this done to prevent people from brokering resources (buying low and selling high)?

City Tax Rate: Amazing. This really is a great feature. I had much better control over the growth of my faction. There were some people who expressed concern about micromanaging a while back when this idea was suggested. I discovered that there isn't a need to change each city's tax rate very often at all. You don't go changing it in every city in every turn... I found myself adjusting the rate in 1 city at a time about every 5 or 10 turns (very low maintenance). The only concern I have is that there are situations where you can easily tax 90%; if I were to add a holo theater, I could do 100% which doesn't seem very realistic to me. The concept is great but I think the numbers are off a bit.

Produce Growth: I think this is a good idea, but I never used it because you need a lot of production in a city for it to have a noticeable effect. I also felt like it was much more growth-effective to focus on capturing someone else's city.
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