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Topic ClosedChancery of Estates worth it?

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Faldrin View Drop Down
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Direct Link To This Post Topic: Chancery of Estates worth it?
    Posted: 12 Oct 2011 at 20:18
Cost for the Estate pr level: 40 wood 160 clay 80 stone.

If you have the 8 sov around your city you will gain 19,28 gold (1,9 research) pr hour pr level = 0,07 gold pr resource that currently are selling for around 3 gold at the market.

To get the cheapest 20 squares you will get 71 discount = 0,25 gold pr. resource .

After the first 20 your cant even build on the square it will just be as a place holder.

Worth it?

How big a sov area should one have before it will be worth the resources?

This building seems utterly useless for the general population (95%) and not at all worth waiting for.
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Kilotov of DokGthung View Drop Down
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Direct Link To This Post Posted: 12 Oct 2011 at 20:20
oi you had to high expectations for it...
i to am a bit disappointed.. but... hey, its like this..
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Rill View Drop Down
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Direct Link To This Post Posted: 12 Oct 2011 at 20:31
The Chancery seems to be intended to provide sov benefits OTHER than economic ones.  Specifically, increased diplo visibility and the ability to "claim" territory (which may have future ramifications).

Whether these non-economic benefits are worth it is an interesting question.  Maybe for someone who is really paranoid?
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Direct Link To This Post Posted: 12 Oct 2011 at 20:43
Originally posted by Faldrin Faldrin wrote:


After the first 20 your cant even build on the square it will just be as a place holder.

Worth it?

How big a sov area should one have before it will be worth the resources?

This building seems utterly useless for the general population (95%) and not at all worth waiting for.


building the chancery to gain economic bonus over the 20 squares is certainly not worth it. but do you have a reason to claim the land around you? then it is totally worth it. If you have played civilization 4, you can relate it with the 'cultural bounday' of a city - you can use the structures only on 16 tiles, though you would want a large cultural boundary purely to keep the land under you, build roads and access the strategic resources in the area.   this is the kind of changes that should make us happy - it means there is more in the pipeline than just % change in gold.
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Direct Link To This Post Posted: 12 Oct 2011 at 22:18
Don't forget that by having sov on those squares, you are preventing anyone from being able to settle or move a city there...
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Createure View Drop Down
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Direct Link To This Post Posted: 12 Oct 2011 at 22:29
Chancery of Estates is AMAZING!

You can make a giant pixelated sovereignty penis with it that shows up on the strategic overview.

I never had the chance to make my own literal e-peen in the internets before. Big smile


Edited by Createure - 12 Oct 2011 at 22:31
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Direct Link To This Post Posted: 12 Oct 2011 at 23:41
Originally posted by Createure Createure wrote:


Chancery of Estates is AMAZING!

You can make a giant pixelated sovereignty penis with it ...

Care to demonstrate Creat?

(...Doctor, doctor. He's regressing again...)
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Direct Link To This Post Posted: 13 Oct 2011 at 11:49
Originally posted by Createure Createure wrote:

Chancery of Estates is AMAZING!

You can make a giant pixelated sovereignty penis with it that shows up on the strategic overview.

I never had the chance to make my own literal e-peen in the internets before. Big smile

Omg, I'm laughing so hard IRL right now. Make it stop, it hurts!!!
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Direct Link To This Post Posted: 13 Oct 2011 at 16:33
So the Chancery of Estates doesn't use research points in it's hourly upkeep? Doing so would be consistent with the other advanced buildings, but it would make this building rather unusable, so I'm very glad it doesn't.

Rill, level 1 sov with no buildings on it only allows diplo visibility on the square claimed. So using the Chancery of Estates to increase diplo visibility wouldn't be a very efficient way to achieve this.

With the game as it currently stands, it would be very difficult to claim the full 150 squares. I suspect this building might be useful in the future, but right now it only seems to allow players to prevent other people from settling on certain squares (which you've claimed) or to slightly decreases the cost of maintaining sov on the 20 squares you can put structures on so that you can build them higher than before.

Until I know what land might be valuable to have claimed for future game changes, I don't see the purpose of guessing at what might be valuable and what might not be and straining my city so I can claim what _might_ be useful in the future. For example, if this allowed me to, one day, build roads on these squares (I would think roads would be sov structures, though, so I'm guessing this isn't even a valid example),  how do I know what squares will be good for roads or even where I'll want the roads? Too much guessing for me.
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Ander View Drop Down
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Direct Link To This Post Posted: 13 Oct 2011 at 17:21
I guess roads would count more like a tile improvement rather than a sovereignty structure. a road that others can use is different from a particular building that boosts the production in a particular town.
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