One of the things that made it hard for me to get into imperator was that it had many buildings with very local and sometimes complex (at least in aggregate) effects and it wanted me to manage them across an enormous number of provinces. I invariably found myself either overwhelmed with the number of decisions and complexity of making them over and over or, more often, just abandoning any real effort to understand local dynamics and just slapping things down with minimal consideration. I contrast this to eu4, which not only has quite a few less locations, but also generally has its buildings provide pretty straightforward global effects (for example, providing more money or manpower).
I’m wondering what the plan is for making this work in project Caesar. I think a lot of the economic stuff looks quite cool. But I do worry, with what looks like again buildings with local and complex effects and an overwhelming number of places to build them, how the game will avoid running into this same problem. Maybe buildings are relatively rare? Maybe there’s a really good macro builder or other similar UI? Maybe there’s automation that can be turned on in the midgame once the player is established and before things get too overwhelming? I don’t know. But I hope it’s something the devs are actively planning around.
I’m wondering what the plan is for making this work in project Caesar. I think a lot of the economic stuff looks quite cool. But I do worry, with what looks like again buildings with local and complex effects and an overwhelming number of places to build them, how the game will avoid running into this same problem. Maybe buildings are relatively rare? Maybe there’s a really good macro builder or other similar UI? Maybe there’s automation that can be turned on in the midgame once the player is established and before things get too overwhelming? I don’t know. But I hope it’s something the devs are actively planning around.
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