More Expansive Vertical Building
One of my favorite parts about this game thus far is the ability to build buildings vertically and in compact setups. However, transporting just about anything vertically is limited. For beavers, any and all stairways need to connect to the ground directory through platforms or other buildings, making it difficult to create taller and more unique towers as stacking in this manner is limited. Additionally, moving power and water vertically up any kind of mountain is either space inefficient or simply not viable.
This is somewhat of a combination of suggestions, but I think additions such as vertical piping of some kind, completely vertical power transmission, and either more efficient ways to move beavers upward, such as elevators or hidden stairways inside buildings, or the ability to create platforms that mount to walls or the sides of buildings rather than only the ground would all be great additions for achieving the "beaver-city" vibe almost similar to that seen in the cover art.
Comments: 3
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30 Sep, '21
ArkaladinI find the main limitation is that the only solid buildings are houses and warehouses. Every other specialized building type (except part of the carousel) must be at the "top" of the vertical stack which I find limits creativity. With the large size of the warehouses (yes, 2x3 is big when compared with 2x2 and 2x1 lodges), I keep finding myself with far too much housing, and then far too much population for my resources, so many of my houses are paused (with ugly pause icons hovering over them).
I would love it if even just some sections of specialized buildings were solid for building on top of (like the carousel). -
04 Feb, '22
NeavesThe game already has concepts of industrial dependencies (logs -> planks -> etc), and roofs for residential ... I can imagine levering this further for industrial buildings:
Chimney (baker asset, explosives factory asset, Grill asset) - increase production speed?
Gear (Mill asset, Gear Workshop asset) - increase yield of all contained buildings?
Loft (residential roof asset) - Add living space for building workers, building-entrance counts as residential-entrance; counts as a residential "roof" for happiness?
Barn Loft (Distribution Asset) - adds 2nd floor access, and additional distribution slot with building as priority
Windmill (windmill asset) - adds power when wind is active
Apply the "roof" bonus to only the top-most building
In general, the industrial assets having a 2-vertical-tile arrangement limits vertical options, and use of elevated paths. Splitting the bottom vs top of assets to allow interchangeable parts would add additional depth and expression of player creativity. -
04 Feb, '22
NeavesIn general, the costs of elevation are also odd. It's more economical to build a small warehouse than 2x3 platforms, even if the building is submerged an unused. Some additional choices in the logistics menu might make this a moot point.