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Firestormxxx

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Jul 12, 2008
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there are a screenshot that shows a building system
so what we can await about this building system
will it be a little part or can we build up manufactorys and produce tradingoods?
in other posts i write from games like patrician2 and port royale2, will be the build system like these games or we must have another association og the building system?
 
Hello firestorm,

That is an interesting question. From reading the documentation I deduced we will be be able to build & repair ships and it also appears we will be able to build various structures to improve the settlements. But beyond we will have to wait for an answer from Kim.

Greg.
 
in patrician were a lot of constructions for producing, if eic have no manufactorys, can we influence the production of the city as far as we are the owner of the city? because this would be a nice feature, if you have 2 cities each near the other and the first one (1) produce meet and rum and the other (2) rum and cloth, so you produce on (1) more meet as rum (only so much the people need) and bring the over production on meet to the (2) and (2) produce rum like (1) but has an overproduction on cloth so they take the cloth to (1)
i think this would make the trade more interesting

(i hope all can understand what i mean^^)

so please dev's inform us^^ :)
 
Hello Keith & Firestormxxx,

I have never played Patrician:). 8-10 years ago I toyed with some of the empire type games where you had to set N laborers to gather raw materials which could be used to build other structures that would produce finished goods such as villagers, fighting men, armorers, artillery units and ships. They always seemed end up being a war of production and micro-management. :(

Using the above context I came to the conclusion that in EIC we would be building/upgrading warehouses, port facilities, government establishments and other ancillary structures at specific port locations. If your going to build and maintain ships you need skilled trades such as shipwrights, sail makers, rope makers and blacksmiths. Hence the need for training facilities. Construction or upgrade of these facilities would enhance a port's capabilities and thus to increase its importance and/or profitability. The only consumable finished product I foresaw were the ships themselves. Although it would be interesting to be required to manage crew quality.

I assumed that we would not have to do the hunting and gathering of the raw materials or manage their collection and disbursement, but rather the man in the middle who prospers by transporting the goods from market to market reaping rewards by managing supply levels.:D

But that is just my wet dream. Hopefully Kim will sort it all out.

Greg.
 
Mods, can't you completely delete that spammers posts?

As to buildings (while I'm here :cool: ) in one of the E3 videos Kim walked us through what you can do at your ports. You can build a shipyard, docks, warehouse, trading post, town hall, fortifications and barracks at least. The shipyard then lets you build ships and the barracks lets you raise a garrison. I guess you can draw soldiers from your garrison to put aboard your ships as marines. I have not heard anything about battles in-game to capture ports, there just seems to be an attack strength of fleet vs defence strength of the port calculation to say whether an attacking fleet takes control or not.
 
Is this game a bit like civilization, in the sense that you add buildings to your town, maybe a garrison and all of this results in city
*being protected, and staying yours
*making you rich faster

Armies can be built, but only to the extent that those colored bits are loaded aboard ships like so much cargo, shipped to a enemy or anarchist (free) city, where you unload them.. and the ai decides who wins

Meanwhile you manage ships running back and forth between home and the cities you own or have access to via alliance, buying and selling

?