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Does everyone make a row of buildings?

Discussion in 'Clockwork Empires General' started by Mike A, Mar 18, 2016.

  1. Mike A

    Mike A Member

    I build all my buildings as separate places. I like to make a town square, and put little Overseers desks, and roleplay and fantasize a tiny little colony beginning.

    But I feel a lot of people on here are mapping out the most efficient way to do things and not living that fantasy aspect. That's what I'd like to see more of as this game evolves. More attention payed to the fantasy aspect, less to crunching numbers.

    Any my colonists should know they are colonists and suck it up on day one! Eat some berries and sleep on the floor without complaining sheesh.
     
  2. Alavaria

    Alavaria Member

    Nah I like circles around stockpiles. Industry around the industrial stockpile, kitchen(s) and farms around the food stockpile.

    [​IMG]

    And then various other buildings just go in various spots.
     
  3. I like individual buildings - I start small and the colony grows very haphazardly. I rarely link buildings together. I don't micro manage and just let the colonists get on with it. Sometimes I let it run for several game days without doing a thing, just have the game running whilst doing something else.
     
  4. Alavaria

    Alavaria Member

    Actually they do start off with a very powerful "is proud to join the Colonies" memory which may last for a while and has a large Happiness rating.
     
  5. Alephred

    Alephred Royal Archivist for Queen And Empire

    An interesting dichotomy, here: I like looking at close-up screenshots and seeing like touches like wall hangings and rugs - things that hint that a human being is present - but when I actually play, I tend to build for for game-y optimisation, with consideration for things like floor area, resource consumption, and pathing.

    As the volume of stuff I have to manage increases, over the span of a session, I'll tend to build increasingly robotically, because there's so much stuff to do, and giving every building a personal touch will severely hamper the pace of my game.
     
  6. Unforked

    Unforked Member

    For experimentals I mostly just want to "try out the new stuff" which means slapping small ugly buildings all over as fast as possible.

    For stable builds, when I know a new build won't come for a while, I take a bit more time to make things presentable.

    When roads come, it will be hard not to make some kind of nice grid system with a main street.
     
    Viion likes this.
  7. Mike A

    Mike A Member

    Everything is so grouped together! Ack I could never do that!
     
  8. Alavaria

    Alavaria Member

    One of these days I'll just post a blueprint for a colony straight up on graph paper (squares, you see)
     
  9. Rentahamster

    Rentahamster Member

    In my brain, they're both kinda the same thing.
     
  10. Alavaria

    Alavaria Member

    This plan actually came together pretty nice except sadly Pumpkins still aren't available...

    The two big pyramids are for beds, only one is actually filled (each holds 18 cots)

    [​IMG]
     
  11. Mike A

    Mike A Member

    Is surrounding everything in a stockpile the best strategy? It seems like it might be, but I also think I don't want to play a game where I have to do that :p
     
  12. Alavaria

    Alavaria Member

    Yes as the workshops/kitchens are as close as they can be to their output.

    Necessary? Only really for the kitchens (or you could just have more kitchens and use even more people on cooking), normal workshops don't really see enough use to warrant it. For example my ceramics workshop is rather far from the mine (and it uses the mine's output)

    Actually, the kitchen that's being used is the one on the far side of the wheat farms too, which is quite saddening I guess...


    You can actually break apart the kitchen vs industrial complexes, and then move other things like houses away somewhat. On paper it works fine (and it presents no issues with clicking on the right building).
     
    Last edited: Mar 20, 2016