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How to achieve a 150% culture bonus: build more culture buildings and/or gain more Neighbourly Help. You may delete any excess culture buildings whenever you feel the need.
- A storyline quest in Chapter I requiring you to have 150% culture bonus have been turned into declinable, non-repeatable quests as they could sometimes get people stuck
is there any update for "Faulty Notification"?
Upgrading the Magic Academy sounds nice, but at this early stage of the game I'd much rather have the option to sell or delete it It takes up a HUGE amount of space for something I don't use right now. I'd like to be able to sell/delete it for now and build it again later when I actually have a need for it.
A couple of questions:
- Is opening the Chests mandatory?
- Can I start adding Knowledge Points to the next Advanced Scouts technology even before I meet the requirements for opening the chest?
The bolded part was precisely my reason for taking it slow in Arendyll. And it was working just fine... at least until this latest update ruined it by forcing me to complete provinces I didn't want to complete just to be able to continue playing the game.That said, up until now players could choose how rapidly they wanted to explore the map and gain any of the rewards listed above. Perhaps there are some strategists out there who prefer to explore the map at a slower pace so they can get rune shards for cheaper later on in the game (patience can pay out). Alternatively there might be some who wish to battle every encounter manually, taking the necessary time to do so and the last thing they need is a road block in the tech tree demanding they start cracking a whip behind their troops in the field.
Welcome to the End Game.and miss out on a number of Knowledge Points (because I won't be getting any KP per hours once I reach 10 KP
Which, to me, seems like a pretty good reason for adding the gating. In particular, scouting soaks up a lot of Coins that might otherwise be used to buy non-boosted goods, rather than producing and trading boosted goods. To the point, a "go slow" strategy is just as poisonous to game balance as the declinable quests exploit was, even though I happen to be on the wrong side of the fence this time.so they can get rune shards for cheaper later on in the game
That's precisely what I assumed as well, and the reason I disagree with the timing of this feature. If the devs were to clarify why they decided to implement restrictions (prior to their release!), there would be a greater chance for the community to understand.I knew about the gating, but I had assumed that provincial tournaments would be released before we got the Fairies.
I won't dispute that it does create balancing issues within the game, just like my refusal to build the barracks does (as I have nearly an entire expansion worth of free space). Such is the case with any game that allows for players to choose their own strategy on how to play. Restrictions such as these can be a good thing, but also require an explanation or obvious reason as to why they are necessary. Simply throwing them into the fray out of the blue is asking for people to get upset and question why on earth the devs have done this.Which, to me, seems like a pretty good reason for adding the gating. In particular, scouting soaks up a lot of Coins that might otherwise be used to buy non-boosted goods, rather than producing and trading boosted goods. To the point, a "go slow" strategy is just as poisonous to game balance as the declinable quests exploit was, even though I happen to be on the wrong side of the fence this time.