![]() ![]() If you have any suggestions, or if you think I forgot a feature, let me know. Just below that is the temporary building storage, which can hold 4 buildings.Īlso, imagine a map (same as the current one) somewhere on the screen, haven't added that yet. The top one opens the information regarding population and happiness, the middle one will show the productivity, and the bottom one will show the building statistics. In the upper right corner you will see 3 buttons, each opens a window with information when you click on it. Just above that are the buttons to delete and move buildings and to add/remove expansions. Great buildings and special buildings will have a drop down menu below them, so you can set the levels/ages. You can minimize it by clicking on the down arrow. In the lower left corner you will see the building menu, which includes tabs to toggle between building types. In the future, this will also include the options to enable you to place same sized buildings on top of each other, and a way of placing roads like the game itself does.Ī town hall will, by the way, be placed on the map by default, it can not be sold but it can be moved and placed in the 'storage boxes' (more on that later). This will open a screen where you can save and rotate your map, zoom in/out, do the road check, place a town hall, and probably some other options I'm forgetting at the moment. Below that you can find the options button. There's also a help button, which will open a help screen which explains some features of the tool (much like this very post). In the upper left corner, you will see a button to change languages, and buttons to go to the buildings and units pages. The building menu is about 400x400 pixels. It might look like you don't have much room for the map, but you really do. The screenshot was taken with a resized browser window, I did not resize the actual screenshot. I want to make it easy to use, and having the same general layout as the game probably helps. It provided no benefit, very little in the way of changes to overall gameplay, and just seemed pointless.It is, as you can probably see, influenced by the in-game UI. I'm just baffled because I simply don't get why it was done. (It was my method for all bar one of my towns, and that town ended up being a mess until I practically wiped and rebuilt it.)Īll that said, moving the starting block wasn't a game-breaker so I'm not ranting about it. When there are 4 ways to expand the player can plan to have certain types/size in each direction from a TH, allowing them to keep the TH pretty much static during initial expansion and just expand the row they need at that point. (I know this is the preferred method of many a player, but personally I find that to be a very inefficient placement.) With only two directions, the odds of having to move the town hall regularly are increased unless you just keep it in the corner. That pattern usually (though not always) tends to repeat through to an 8x8, after which there tends to be enough "sideways" space to start having "weird pointy-out bits." The Quantum Portal is open Ready yourself and your Guild for the new adventure, and gather forces to win new powerful buildings for your City. Most effective use of space means that the 4x4 tends to be turned into a 4x5 by adding a row along one edge, then a 5x5 by expanding the adjoining row as this method increases space with the quickest availability for building in concentrated blocks by type/size. The first-ever Quantum Incursions season starts on February 1st from The Forge of Empires team on 1/31/24 at 10:00 am.
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