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unmerged(581006)

Recruit
3 Badges
Oct 27, 2012
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  • A Game of Dwarves
  • Impire
  • Warlock 2: The Exiled
I have about 35-40 hours played, and for the most part am enjoying it. But something is irking me hugely, and that is the lack of numeric data for decisions I want to make.

For example, the first tier `Research Focus` ability states - "Increases the effectivity of your researchers". Increases by HOW MUCH? 5%? 25%? 50%? 100%. Infact, nearly all of the tech tree gives vague statements. Increases this, or decreases that. But PLEASE give us an idea of how much by. I understand that values may change due to patches over the lifespam of the game, but an approximate value in the desciption would be good enough. (`About a third`maybe?). Same for influence unlocks.


Same for plants. There are NO values for how many HP each one has, how many Cycles it has, how many cycles remain.
All I see is plant A which gives 3 food for 30 gold, and plant B which gives 3 food for 50 gold. That is NOT ENOUGH INFORMATION to differenciate between the two.

Even most of the Wiki's dont have numermic data, but I feel I am getting really hamstringed by be forced to pick things blindly in-game because I cant tell the difference between them.
 
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Same goes for the values that are displayed. A lot of them are just plain wrong.

Traps and generators with a x1 energy rating use x50 energy. Plants with x3 may actually produce x8 or x11. The values are all over the place.
 
Another example that really matters is the storage chests. The numbers listed make the larger chests seem underpowered but in reality they are perfectly balanced because the actual numbers are nonlinear with respect to what you'd expect from the listing. I suppose it would be worse if it were the other way around but at first I thought I would be stuck spamming the smallest ones just to be efficient. It is very counter-intuitive.
 
Another example that really matters is the storage chests. The numbers listed make the larger chests seem underpowered but in reality they are perfectly balanced because the actual numbers are nonlinear with respect to what you'd expect from the listing. I suppose it would be worse if it were the other way around but at first I thought I would be stuck spamming the smallest ones just to be efficient. It is very counter-intuitive.

This. A thousand times this.

Can we get some actual numerical data displayed? I'd like to know exactly how many storage units that chest I'm making will install, for instance.
 
On the one hand, I certainly understand your desire to have clearer numerical data available to you.

On the other hand, I've sort of come round to the point of view that this is simply not that kind of game. There is no pressure. There is no need to make the most effective choices, both time and resources are essentially limitless.

So while I would prefer the info given to be a bit more accurate and less vague, I'd also advise players to not sweat the details so much. It just isn't a strategy game.
 
It isn't a strategy game, right up until you realize that thanks to subtly mismanaging the farm, you're completely out of food, half the dwarves in your fort, including the Prince, are near to starvation, and you have to resort to banishing useful, experienced Dwarves because they're heading for the dining tables, just to ensure the Prince gets to the table in time to get a bite to eat and there's still food at it when he arrives.
 
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On the one hand, I certainly understand your desire to have clearer numerical data available to you.

On the other hand, I've sort of come round to the point of view that this is simply not that kind of game. There is no pressure. There is no need to make the most effective choices, both time and resources are essentially limitless.

So while I would prefer the info given to be a bit more accurate and less vague, I'd also advise players to not sweat the details so much. It just isn't a strategy game.

It can be if you want it to be. Try playing on a small map with few resources, many baddies and maybe a few other things like not being able to use above ground and question marks off.
You truly are sweating every little thing when you do that :p
 
Yeah, i get your point. :)
Maybe we can update the wiki with information like this.

While having it in the wiki would be nice, it really does need to be in game. While some of it makes some sense, like a basic generator provides x1 electricity which is 50 power, and a tier 2 generator is x2 or 100 power, a chest which is 3xChests is not the same as 3 1xChests. So the information is erratic.
 
While having it in the wiki would be nice, it really does need to be in game. While some of it makes some sense, like a basic generator provides x1 electricity which is 50 power, and a tier 2 generator is x2 or 100 power, a chest which is 3xChests is not the same as 3 1xChests. So the information is erratic.
Agree completely.
Wiki is nice for maybe more detailed side-by-side charts and things like that. But the info still needs to be in the game. in the description of the object, and some of the “key” data in the tool-tips.
 
On the one hand, I certainly understand your desire to have clearer numerical data available to you.

On the other hand, I've sort of come round to the point of view that this is simply not that kind of game. There is no pressure. There is no need to make the most effective choices, both time and resources are essentially limitless.

So while I would prefer the info given to be a bit more accurate and less vague, I'd also advise players to not sweat the details so much. It just isn't a strategy game.

Its not really a case of wanting to maximise or make the most effective choices, its mainly the vagueness of things. In retrospect, wanting data down to the nth decimal is not what I am after, but something more than blindly guessing or stabbing in the dark.

I was watching the numbers appearing over my researchers heads before and after doing various upgrades. Sometimes it would jump by a large amount (60% or so), some abilities only made it jump by 10% or so yet in all cases the desciption just said "increases" without any quantifying statement. If the tech tree used phrases like "Increases whatever slightly", "decreases whatever somewhat", "increases whatever greatly/hugely/significantly" it would at least give you some amount of guidance without turning it into a number-fest.
 
On the other hand, I've sort of come round to the point of view that this is simply not that kind of game. There is no pressure. There is no need to make the most effective choices, both time and resources are essentially limitless.

Sorry, 5 hours into a scenario later, there is a clear and present need to make a good decision with limited resources. Do I spam small chests w/ x1, or do I plop down big chests with not much larger numbers that are more expensive?

Need data