Beau_Nearh
Portal
- Joined
- Jan 31, 2014
My thoughts;
So, after messing about with townships for a good amount of time I've made a conclusion on where it stands currently with the recent patches. From my point of view, it's currently dead in the water (I'm sorry but it is, me as well as others have all agreed on specific points. some members have even sold their SR's or are contemplating selling/ salvaging them).
Problems;
+The new costs to create SR's or even upgrade SR's have become too costly
- costs 2700 souls to create a tribe that makes a profit of 70 souls per day (if regents are supplied, not including tax)
- profit made increases to 85 souls if an egg is brought for 1000 souls and placed in the council room region
- costs 3700 to upgrade from a maxed housing tribe to a maxed housing hamlet (profit of 175 per cycle, not including tax)
-profit made increases to 235 souls per cycle if 2 eggs are brought (2000 souls) and placed in sitting chamber
-note; keep in mind this doesn't take any other regions into account (farms, factories, warehouse, ect)
- ect
+Progress doesn't indicate work done, more dependant on money made
-basically it feels like no progress in being made and it's all just one big money grind (very tedious)
+Considering the upkeeps needed for the SR, the soul forges seem too specific as well as restricting
- Forces players to choose a location based on biomes rather than actually nice building spots
- really does limit the use for a SR if they have soul forges that other SR's cannot convert to souls
+Unlock costs for specific regions add more restrictions to towns with limited funding
- Warehouse unlock = 750 souls, build cost = 500 (total of 1250)
- Graveyard unlock = 1500 souls, build cost = 1000 souls (total of 2500)
- Ward crystal unlock = 350 souls, build cost = 250 souls (total of 550)
- power generation structures costs 850 souls to build per one (grocer also costs 500 souls to unlock)
- power cells cost 300 souls for the first tier, 500 for the second tier
+Seems to be leaning to more tax dependant for growth
- currently no form for members to gain any income from SR's or regions (unless ownered but mayor doesn't receive cash)
- for progress to be made, taxes may have to be quite high for the mayor to gain funding for progression
- leaves mayors with very little choices when town members can't keep up with the tax rate
+defending SR's are too costly considering how much time/ effort/ cash has been funnelled into it
- defence cannon unlock = 1000 souls, build cost = 600 (total of 1600 souls)
- arrow turret unlock = 500 souls, build cost 500 souls (total 1000 souls)
- hospital unlock = 500 souls, build cost = 400 souls (total 900 souls)
- siege cannon unlock cost 800 souls, build cost 100 souls (total of 900 souls apposed to 1600 souls for a defence cannon)
+Starting up as a fresh SR (tribe) seems too hard to justify money needed
- carrot farms are restricted to hamlet+
- no real infrastructure to aid with the upgrade from tribe --> hamlet
- no justification to spend so much money on defending the town with arrow turret costs currently (500 unlock, 500 build)
- very player dependant on raising the funds needed to upgrade
+[Place holder for future points]
Notes;
+This isn't supposed to come across as a negative post, more constructive
+I do appreciate all the work that has been put into developing townships
So, after messing about with townships for a good amount of time I've made a conclusion on where it stands currently with the recent patches. From my point of view, it's currently dead in the water (I'm sorry but it is, me as well as others have all agreed on specific points. some members have even sold their SR's or are contemplating selling/ salvaging them).
Problems;
+The new costs to create SR's or even upgrade SR's have become too costly
- costs 2700 souls to create a tribe that makes a profit of 70 souls per day (if regents are supplied, not including tax)
- profit made increases to 85 souls if an egg is brought for 1000 souls and placed in the council room region
- costs 3700 to upgrade from a maxed housing tribe to a maxed housing hamlet (profit of 175 per cycle, not including tax)
-profit made increases to 235 souls per cycle if 2 eggs are brought (2000 souls) and placed in sitting chamber
-note; keep in mind this doesn't take any other regions into account (farms, factories, warehouse, ect)
- ect
+Progress doesn't indicate work done, more dependant on money made
-basically it feels like no progress in being made and it's all just one big money grind (very tedious)
+Considering the upkeeps needed for the SR, the soul forges seem too specific as well as restricting
- Forces players to choose a location based on biomes rather than actually nice building spots
- really does limit the use for a SR if they have soul forges that other SR's cannot convert to souls
+Unlock costs for specific regions add more restrictions to towns with limited funding
- Warehouse unlock = 750 souls, build cost = 500 (total of 1250)
- Graveyard unlock = 1500 souls, build cost = 1000 souls (total of 2500)
- Ward crystal unlock = 350 souls, build cost = 250 souls (total of 550)
- power generation structures costs 850 souls to build per one (grocer also costs 500 souls to unlock)
- power cells cost 300 souls for the first tier, 500 for the second tier
+Seems to be leaning to more tax dependant for growth
- currently no form for members to gain any income from SR's or regions (unless ownered but mayor doesn't receive cash)
- for progress to be made, taxes may have to be quite high for the mayor to gain funding for progression
- leaves mayors with very little choices when town members can't keep up with the tax rate
+defending SR's are too costly considering how much time/ effort/ cash has been funnelled into it
- defence cannon unlock = 1000 souls, build cost = 600 (total of 1600 souls)
- arrow turret unlock = 500 souls, build cost 500 souls (total 1000 souls)
- hospital unlock = 500 souls, build cost = 400 souls (total 900 souls)
- siege cannon unlock cost 800 souls, build cost 100 souls (total of 900 souls apposed to 1600 souls for a defence cannon)
+Starting up as a fresh SR (tribe) seems too hard to justify money needed
- carrot farms are restricted to hamlet+
- no real infrastructure to aid with the upgrade from tribe --> hamlet
- no justification to spend so much money on defending the town with arrow turret costs currently (500 unlock, 500 build)
- very player dependant on raising the funds needed to upgrade
+[Place holder for future points]
Notes;
+This isn't supposed to come across as a negative post, more constructive
+I do appreciate all the work that has been put into developing townships