![]() As I've designed it into what it is now it's just designed to deal with ridiculous produce X production 999 times. Nowadays I'm just too busy in real life to bother putting the time and effort needed for my Beta city to grow into an more productive and easier to manage city. Trying to advance with mostly regular buildings and as least GBs and event buildings as possible. I've advanced with my Beta city while running an experiment. Correction due to there being almost no time between events is the influx of event buildings common enough and they are good enough to ignore regular buildings.Ĭlick to expand.It's my Beta city, an shadow of what it could've been but I've pushed it through with an wildly different philosophy than my main city in the live server. Event buildings are simply so common due to the many events at an annual base. While they are still somewhat rare, especially up on introduction and levelling up them slowing the proces by a bit. Due to power creep event buildings became better and more overpowered to the point players can't ignore how good they are and planning around them. They where just more efficient at it and thus outperforming them. The event buildings beforehand where outperforming regular buildings but didn't do really anything regular buildings couldn't. ![]() Just another side effect of power creep in event buildings and the common place of events. It however does not mean that FoE isn't an city building game but rather evolved due how well event buildings became and how common they've became due to the plentiful events. The only regular stuff from it could be roads. Click to expand.Well arguably it could be that no regular building has any permanent part of maximum performance and efficiency cities. ![]()
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