We are fed up with resource drop-off buildings. Don’t you realize they just clutter the gameplay and make it boring? Do you honestly think it’s fun to have to build a new resource drop-off buildings every four minutes just to maintain gathering efficiency? We already have plenty of pantheons that play exactly the same way. We don’t want more resource drop-off buildings; we want more Ox Carts!
The Norse are so popular and remain fan favorites simply because they are easy to play and allow for much more fluid gameplay thanks to the Ox Carts.
My recommendation is this: if you truly want to attract more people to the game, stop adding more resource buildings. Instead, add Ox Cart-style units for new pantheons! Stop creating new civilizations by just “copy-pasting” the Greek mechanics; That is becoming too obvious and, frankly, boring.
Wouldn’t more Ox Carts be a Norse copy and also water down the uniqueness of the Norse.
You gotta remember that in the release version 2 out of 3 civs already had drop off buildings. But they are indeed running out of unique ways to spilt up buildings between the 3 resources, one compromise would be to have a mobile weaker ox cart that only does 1-2 resources and then 1-2 buildings for the other resources.
Currently we have:
All on their own (Egyptians)
All in one (Chinese)
Gold + Wood and Food (Greeks)
Food + Wood and Gold (Japanese)
So Aztecs will be Gold + Food and Wood separately? After that we had all possible combinations of buildings. The next option would be to combine it with other functions like Blacksmith, House, Barracks, etc.
But…… and hear me out, greeks are the most popular civ
And wanna know whats better than oxcart? No dropsite.
Make it like atty, atty is popular, atty is good, o csrt Just clutter gameplay and make it boring, you think its fun to love the oxcart 3-4 pinches every couple min to keep gathering efficiency? We dont Want more norse, we want more atty.
Jokes aside, so far theres no repeats in the drop points. And the “be unique” argument isnt really much of it since you could make the same logic for a civ with no cav or no infantry Just because.
I think Aztecs are going to be all in one again.
The building from the screenshot next to the farms has a Woodcutter walking to it to drop off, and has a wood-pile next to it, but also has a gold pile.
you cannot invent the wheel new every time. also all this asymetrical urges are not always useful/healthy since there is still a certain limit of things you can do. consistency is - i think- even more important than asymetrical new features.
(its like in these movies and games who add diversity just for the sake of it which doesn’t help at all in my opinion and can lead to lack of immersion and other things.)
Maybe the food+wood one doubles as a market and the gold one as the blacksmith replacement that will have different technologies because Aztecs never had iron?
I don’t particularly want ox carts for every civilization but there needs to be a limit on how many drop off buildings one player can have. Playing with and against AI, they cover the map with theirs and it creates a myriad of issues, some where you actually have to destroy the buildings of your allies to “debug” a party… I think 5 of each drop off building would be more than reasonable.
If we consider that normal mining and logging camps generally have cranes or extra equipment for harvesting… well, the Aztecs didn’t have cranes or heavy equipment.
Most of their timber harvesting was very rudimentary, using only axes. And their mining was open-pit, nothing too complex, and generally for the villages where the timber was harvested.
Agriculture wasn’t practiced on large feudal estates; instead, each household had its own plot of land to cultivate. People stored their harvest in granaries next to their own houses.
So I think the following:
The Aztec storage facility is the “Macehuatli farm-house,” which allows the collection of gold, timber, and food. It costs more than a normal camp. I don’t think it provides extra population because it would conflict with the game’s logic of keeping the maximum population under control with Town Centers and a limited number of houses.
It differs from houses, because those are for the “Nobility,” while warehouse houses are for the common people.