We use SkillCostMultiplier by default now, SkillGainMultiplier available for manual editing in Balance.eco.
We use SkillCostMultiplier by default now, SkillGainMultiplier available for manual editing in Balance.eco.
Read moreSo to confirm, the intention behind this change is to push for more collaboration within a town in regards to power generation.
By requiring a public plot to be set up for power to the town.
However unless i'm missing something a town would need to set up multiple public power plots just the get the power distributed around the town as Mechanical power doesn't spread too far and doesn't have power poles like electrical power does.I don't hate this, infact i do quite like the notion of pushing towards more collaboration.
But if i may offer an opinion, many builders like incorporating waterwheels/windmills into their builds and are able to create truely special creations, would it not be better to allow 1 per plot, or have these specific objects have an variable effect on the value ie,
1st - +2
2nd - flat 0
3rd - -2(each windmill for example)to the point 1 windmill/waterwheel would be a bonus, any more and you are reducing your outdoor ...
I wouldn't interpret too much into it into a specific direction of what we may have wanted, the main goal is making players think about something and make decisions, doing so as community can often solve a problem in a good way, though. That's the point of Eco as a framework.
The system interlinks with settlement mechanics, as will many future coming systems do, that's the gameplay Eco revolves around now at its core - and the idea isn't for those to be simple government dummies with use for hostile activity that not everyone enjoys, but becoming main parts of the gameplay, also affecting it directly and being used for positive activity - something that everyone will naturally try to get going in some way immediately, as it benefits their gameplay.
The general idea is linked with the architecture score - incentivizing players to separate their production operations and their residental ones, keeping the latter nice and decorative. It's not about beauty, but taking s...
Read morebut that is the situation that you force on servers that only allow one deed.
No, servers are responsible for their rules themselves.
But some servers don't allow multiple deeds. In cases such as this, your only option is to leave your windmill/waterwheel on unclaimed property.
It is upon the administrators of their servers to modify the game systems to fit the restrictions they impose, we obviously can't take into account every possible rule some server may have. A limitation to just one deed is not intended by us.
There’s a really simple but high-trust solution of not having the industrial equipment on a deed.
Just to make clear if anyone is not aware of what that means:
This means that anyone can pick up your stuff and take it home, that is neither an intended nor an endorsed solution.
Get homestead support papers, they need to replace them with their own on annexation.
Making your own town can also help, but it is possible to annex homesteads out of a town if it can be sufficiently surrounded.
Oh okay. My bad then. Thought he was asking for something else. We downvote here for trying to be helpful apparently, that's exciting.
That's my everyday experience everywhere on Reddit unfortunately :/
How did I miss the topic?
The user is looking for a server host that offers free servers. (That's what squadnox is)
If you're looking to join a server to play the game I recommend red dragon and awl gaming. Both very good servers full of really cool people who are more than happy to help new players.
Red dragon: https://discord.com/invite/UkbU4gM3g8
Awl gaming: https://discord.com/invite/ad4FgScqwf
Note for the mods: neither of these servers are "my" servers, just the ones I play on. Don't ban me I'm innocent.
Yeh, but you missed the topic a tiny little bit :)
I actually really like this for a design choice. I'm still not sure I'm a massive fan of more places that "require" players begging for ratings in an rp setting, but I'm a big fan of more pressure to have both residential, industrial, and commercial buildings kept separately.
We were going to test this, but is housing culture basically on par with artwork culture on a contribution level? Ie could amazing housing architecture replace the need for painting galleries and vice versa ?
Culture by deed reputation should only be granted to deeds that are "cultural deeds", for "residential deeds" it gives a multiplier to the housing experience amount. I'm not sure out of my head if culture from residential deeds also does at least count into the total culture of a settlement, I would need to look that up. I can do so when I get a bit more time and get back to you if you want.
They do not belong in the game specially when the admin has turned off the store completly
They are part of the game and as such displayed. Servers have the ability to prevent users from using the marketplace and its contents on them, but not to alter the display of game elements.
Variants don’t belong in the top level crafting menu. We all know that.
This is confusing to new players. I’m constantly bombarded with “why can’t I craft this?”.
This is frustrating to existing players. If I’m looking for the Egyptian canoe variant, I would be looking for a variant within the canoe item.
The new crafting UI was made as a result of a long test time of compromising between the desires of existing, experienced players that want to stack as much information as possible in the overview and new players that prefer way less overload. Getting it right for everyone seemed like an impossible task, but we feel the compromised result is one of the best we could do. Nontheless all the feedback outstanding was tracked and we'll likely iterate on that UI a few more times, maybe even introduce an "advanced" mode.
The confusing (50% value) in the house status UI thing next to the minimap is quite confusing for this tbh. And I hope it will change in the future to a negative bonus instead of a complete invalidation.
Well, design team is always looking into things, so I can only assume that a colleague on discord mentioned personal plans to look into things as we always do. I'm sorry for the confusion and will let the colleague know about that. But if there is specific plans to change something, that will be noted officially by me or in a release note.
That does mean that yes, this might change - as things may always do. But there is no current plan for it to do.
I think the marketplace isn’t well implemented, in terms of being easy to access or even know about without reading the discussions or patch notes.
It’s exceptionally non-intrusive for an in-app purchase.
To be fair, variants are shown in the crafting menus. But we also wanted to leave it at that.
in the case of windmills and waterwheels it shouldn't even reduce it. they should just be objects that don't affect outdoor bonus. they can't function unless outdoors which means if you need them at all you're nerfing yourself compared to people who don't need them. they really don't look awful or pollute or anything, so it also doesn't make sense even from an aesthetic perspective.
the only thing you can do to fix this is be part of a town and have the windmills and waterwheels be on town property, but it still shouldn't affect solo players.
You are supposed to create a separate deed for these with the settlement mechanics (or use the extra stakes you get when using the respective server setting). If waterwheels and windmills don't reduce score at all, you get those not very nice looking windmill towers and waterwheel lines on residential property.
Yeah it's not working properly atm. The devs intention is that industrial objects reduce the outdoor bonus, but now it completely blocks it. They've said they will change it in the future, so we'll have to wait for that.
That is not correct - the behaviour works as intended and noted in the release notes, any industrial object will invalidate the housing bonus, though not all crafting tables do (e.g. those that aren't directly industrial and make sense outside).
The bonus is specifically supposed to be given to players that keep a nice residential home outside area with residential stuff, incentivizing putting industrial stuff in rooms or on a separate deed.
There was the suggestion to make it reduce housing points during playtest, but we already said there after internal discussion that this is not currently the plan.
I sometimes wonder why people will go on reddit and start submitting posts to random subreddits by just typing a keyword into the subreddit bar and picking everything that sounds tangentially related without actually going to that subreddit.
/r/aurora is a subreddit for a 4x game/simulator (it's rather old so they got the name early), but any time there's a widely visible aurora, mostly in the US and Canada, it gets spammed with people's photos of the aurora.
I'd guess because they aren't actual people.
In Difficulty.eco you can set the following to receive Claim Stakes and Claim Papers working outside of settlements when reading a skill scroll:
"ClaimStakesGrantedUponSkillscrollConsumed": 1.0,
"ClaimPapersGrantedUponSkillscrollConsumed": 5.0,
Woot! Although, it seems like the auth servers are dead? (none of us have main menus upon launching the game)
The problem is that they were up, but erroring internally - that prevents offline mode to kick in, which will be fixed. Turning Steam to offline mode can circumvent that as well. It should now work.
I suppose that's fair - I personally think they could add a lot in terms of gameplay, but I am only a single voice. I also have to admit that I desperately want to see both animal husbandry AND selling electricity - I love the idea of being a utility baron. Thank you for the reply btw!
I think you responded to the wrong comment :)