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Rill View Drop Down
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Direct Link To This Post Posted: 08 Aug 2012 at 04:10
You only need to have the leather armour building around when you start each tech.  In between times you could replace it with another building.  A cottage would be one good example.  Granted, this is still less than ideal from the perspective of many players, but if you are looking for something useful to do with that building slot while research is completing, it's one idea.  

As for whether the effect of that dependency was fully anticipated ... it's an interesting question.  The researches in question are mostly pretty short, so maybe they thought it wouldn't matter much.  I suspect that in the future people will probably plan their plans around this contingency; like the requirement of Storehouse 10 for the Outfitting research, it will not be terribly disruptive for people who are building new cities from scratch in the way that it can be for people with maxed out cities.
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Direct Link To This Post Posted: 09 Aug 2012 at 08:22
Apart from later on in the crafting cycle when you then need to research another leather armour (Animal-scale armour) so then you need to go back to the beginning and get your leather armourer rebuilt....

The linkage and not allowing specialisation per city makes this crafting update more n more detrimental to larger players (not even race dependent) 

Surely to fix it we could remove the dependency upon the research? 
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Direct Link To This Post Posted: 09 Aug 2012 at 09:17
Researching leather before iron before steel crafting makes sense, same idea as blacksmith before forge.  For old cities it's odd to rehash their technological research history for new missing pieces, but for new towns this should be no big surprise.  For now I think that a crafting city can't also have traders or guilds.
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Direct Link To This Post Posted: 09 Aug 2012 at 09:32
agreed dun.. what doesn't make sense is that you then need to go back and do further leather (or spear>sword>bow>spear>sword)...

and yeah - it seems that we're going to need one for gathering, one for crafting and another to trade.. makes having 10 cities impossible... 
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Direct Link To This Post Posted: 09 Aug 2012 at 18:46
Originally posted by Turgor Turgor wrote:

agreed dun.. what doesn't make sense is that you then need to go back and do further leather (or spear>sword>bow>spear>sword)...

and yeah - it seems that we're going to need one for gathering, one for crafting and another to trade.. makes having 10 cities impossible... 

Why 10th city impossible? There are more low pop buildings other than the cottage ?
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Direct Link To This Post Posted: 19 Aug 2012 at 00:00
Originally posted by GM ThunderCat GM ThunderCat wrote:

Wish I was special....

You will notice that production times are quite long from your new crafting buildings. But there is a solution. Specialisation.
 
At the foot of the Crafting research page, is Workshop Specialisation. This allows you to lock any one of your crafting buildings to enable only a single type of equipment. (For example, you could lock your Horse Trainer to train only Nimble Warhorses, or your Plate Armourer to make only Obsidian Platemail.) This will make your production go three time faster.
 
So, without Workshop Specialisation you can tinker around and make all sorts of different weapons, but slowly. But if you want to equip a big army you will probably need to specialise in specific equipment for those troops.
In the research tree description, it states "you can only choose once per building level and never undo the selection."   I need clarification, choose "what" per building level.  And the building level is for the crafting building, right?  So, a single town can specialize in only a single item?  Please explain how this works a little better.
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