No they can only built Farms, Ox Carts and Houses, nothing else.
Village Centres are build by clicking on the Town Centre and just not placing it on a settlement.
No they can only built Farms, Ox Carts and Houses, nothing else.
Village Centres are build by clicking on the Town Centre and just not placing it on a settlement.
I feel like divine powers shouldn’t be able to be used in these village centers, Just to nerf these chesee strategies which are really toxic for new players. Ty Fitzbro, hopefully devs could adress this issue before final launch.
Did anyone try Citadel on Village Centre?
Thats the only other god power that I can think of.
No, you still need military units to build them…
While it costs the same as a Town Center, it differs by being relatively weaker, producing workers 25% slower, not firing without a garrison, and not providing any population headroom, with the advantage of not being required to be built over Settlements.
To build a Village Center, players must select the Town Center from the builder’s command panel and place it anywhere on the map. When not placed on a Settlement, it becomes a Village Center foundation.
The Village Center represents the establishment of a new village for strategic or resource gathering purposes. Village Centers can train Villagers and can be built anywhere on the map, but do not provide most of the other benefits that Town Centers do. You can only build Village Centers starting in the Classical Age. The Atlanteans, being the exception to the rule, can build them starting in the Archaic Age.
I don’t think it can be done…because that power only affects Town Centers…
Not quite. In AOE-3, map control is encouraged through the equivalents of AOM settlements, which in this case would be native trading posts and trade routes. They would also be equivalent to the AOE-2 relics and you can win by controlling these points, in addition to the advantages that these places on the map offer. In AOE-3 there is also a TC limit, just in number, instead of place.
Personally I think that the settlements should do something similar to what they do in AOE-3. For example, they could be sacred places where you acquire favor, units and exclusive powers by building a temple or an altar.
sorry for being a bit out of topic - and maybe i overread it elsewhere but:
did you notice we have freely placeable settlements now? like minor towncenters which don’t give pop, are weaker and train villagers slower but are freely placeable and work like small towncenters.
totally went under my radar and i never saw someone talking about this - or i missed it then sorry.
yeah obviously, this is what we have been talking about in here since the beta.
LMAO I thought this is all more speculation and wishes - at least that’s how I read the title. Was so surprised/shocked when I saw this. But I am open to very new innovative change personally.
Yeah it was speculation and wishes till the beta started.
If you reply to a thread please read the recent post and not just the first post.
Sadly it’s very common to see the same thing posted 100 times in a thread because people don’t care to check if it was posted before.
It depends on the effective collection rate of each aldano compared to the cost of its units, it does not depend only on time.
In aoe4 the Chinese reduce their villagers to 15 seconds with the first dynasty from what I can get used to
I just know that booming happens very quickly, many resources are obtained, and raiding loses importance compared to other AoEs. This is one of the points I would like to see changed in the game (especially now that they have added ‘village centers’). Perhaps their creation was so fast before because it was assumed that you could only have access to a few urban centers.
Also, I would like, in a different context, to see the market system from AoE4 introduced, where prices would reset. It added dynamism to the game by allowing the buying and selling of resources multiple times throughout the match.
I think Villager Centres might be too powerful for booming but not sure.
Maybe they should be changed a little:
This would allow you to get 25 bonus population (as much as one TC) for the cost of 5 TCs.
At the same time it increased the value of the TC again by making them increase the limit for Village Centres.
Not sure how viable it would be to build all those Village Centres in late game to get that little bit of extra population.
50% could be too much, maybe 70% and maybe look for another dimension in strategic gameplay with now the possibility to build markets in second age, maybe look for a trade boom. If caravans would be able in that age
I see the opposite. Villager creation is as quick (15 sec per villager) that village center are many times unneccesary.
(EDIT 1): with 5 pop. per village center, it is not woth to build village centers by population
And if the Vilager Centers had -70% villager training as said, plus were considerably more expensive than a TC and providing lets say 15 pop ( also having a upper limit of construction number in total added to the TC total). This way it wouldn’t be feasible to use early game but would be useful for late game since it would decrease the importance of the population provided by town centers
We got Village Centers and we have seen problems in games they cause and yet we have people wanting them to add a little pop too
We suggested making them produce Villagers even slower so they are even less useful for booming.
-25% is not enough of a penalty.
But in return to making them a lot less useful early on I suggested giving them a small amount of population, half of what a house gives an 1/5 of a Fortified Town Centre.
I don´t see the problem. We should see more matchs.
Bolt in this game could have done the same but with settlements. The only real problem I have seen is with Hades sentinel power.