![]() Ideally, I would like to have them mess up my placement of infrastructure, but provide some passive benefit in the interim. They make the map look interesting, but let's have them actually do something too. I'd much prefer that the villages have some game function. Let me ask a different question - as the player, do I have any impact whatsoever on the creation of villages? On the rate they arise, their location, their impact, their population? It has all this pretty stuff like villagers you can see opinions of, but you cannot interact with them. So, what is the POINT in a village? It does precisely nothing other than mess up the map. Sure, defence equals fighting units.Yeah, I'm with the author of the post on this one, and I'll ask the question he didn't ask. But I get sick of figuring out which things I need to prioritise and which I can ignore with favors. A simple example - which specialists are with which ministries? Geez guys, even if you had a little icon, or a colour code or something, that would give some quick reference. Not only that, its mystifying which favors are good for what? A quick quide would be nice. Or even worse, you get more and more in a ministry you can do nothing with. Which can be a complete disaster if you don't get any in the wrong ministry. Yep, its random whether you will get any at all. ![]() This strikes me as a stupid system to have in the game. Making them happier than this is pointless. Or saying it another way - keep your people only 1% above total revolt, so that you can appease them whenever you need to. If instead you keep blowing up buildings, and reducing their subsidies, then it is easier to give them a boost. ![]() ![]() Put another way, if you've built all the buildings and subsidising the state, then you can't turn anything else on to make them better. That makes it far easier to provide the 'improvement'. All this does is prompt the player to keep 'downgrading' each state over time. ![]()
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