I am struggling with trying to figure out how to effectively flatten an area. I have a huge hill I am attempting to cut away a side of so the bottom is flat, what is the best way to use the flatten tool? Should I flatten large areas, small areas, thin areas across the hill, thin areas up/down the hill, etc?
Is there a way to speed this process up? So far everything I have tried just creates larger sloped areas, and spots at the bottom that look 100% flat visually, but still say they are too steep?
Thanks for that, it explains my difficulties a lot! They really need to change this system though, as this requires way to much micro management, time speedup and will lead to other important things being missed due to speeding the time up just to get it over with.
Would also be a lot less confusing if the area was simply lowered to the level of the first box selected as it seems to be in most other games I have played. The whole âaverage heightâ thing just adds a ton of extra micro management in order to actually get something flattened, unless you select a huge area of already flattened land, and a tiny bit of what you need flattened.
Of course, another option would be to choose a âPlainsâ style map at the beginning. It is much flatter. However, on my current city, I was lucky to get a very flat map even though it is a lowland lakes map.
Having lived in the Wyoming & Nebraska areas for a number of years, I am not excited about plains, they are kinda boring aesthetically.
Oh, a followup question⌠If I do in fact choose a huge flat area and a tiny sloped area to flatten, will the workers just leave the area which is the right height alone, or will they terraform it as well and actually create bumps that were not there?
These types of games isnât just about efficiency itâs just as much about aesthetics, and i LOVE that youâre able to change the terrain, however it should be more logical instead of the randomness i feel at present.
iâd love if you could raise terrain, in the middle of a flat area to place some towers, after all itâs quite possible in real life⌠but of course youâd need to bring in material - from somewhere - that could be a job for âwagon shopâ and the storage yard should accept âdirtâ that you removed from somewhere with another tool called lower ground⌠the flatten tool should still be an option where you just distribute the material within the chosen areaâŚ
and if you tried to remove material from a mountain side, you would get stone as much, or even more than, dirt (afterall itâs a mountain, and not a hill)âŚ
i find i spend a lot more time making the land do my bidding than i do building buildingsâŚ
A good system would be when u press the flatten tool that a virtial âhright mapâ shows up where u can define tge height of the inidvidual squares by pivking a corner or the whole square up and down. After you confirm they will start to do it, the number of needed working taks depends of the complexity.
I agree to an extent that itâs possible irl, but it should be accurate like dykes, ditches and foundational terrain, not just a âraise terrainâ and being able to create a mountain as that it isnât accurate. i.e. a limit on the raise height.
well if you want to nitpick, itâs possible to create a new mount Everest - or even higher, itâs just a matter of material, time and money - itâs in no way financially sound of courseâŚ
itâs also possible to fill in lakes, oceans, or creating new ones - again, itâs just a matter of material, time and money.
since watch towers receive a bonus from high ground, itâs attractive to try and create high points in your town to place these - or make kill boxes since raiders go for certain buildings.
but itâs also attractive in terms of aesthetics, a city on a mountainside, housing overlooking a lake at so onâŚ
and yes, it shouldnât be cheap to do so.
first of all, work time should be high, wagons or even beast of burden could be needed.
secondly, you would need material, and this too will take work time to get - but if you have previously lowered terrain, you would in theory have material from that event stored somewhere.
but you do bring more interesting ideas⌠rivers with watermills for grinding flour, dams for creating lakes⌠this game has so much potential
Well after watching the vid and understanding how it works and playing around with âflatteningâ , I ended up very frustrated and having to completely restart the map I had a lot of hours into. The whole âaverage heightâ of the selected area, due to the very limited size of the selection area, basically makes it impossible to actually flatten a large area. It just creates long slopes and basically raiseâs areas, which messes up adjacent squares when saying, trying to flatten out a large area so you can build walls and use all the spaces inside it.
This flatten mechanic definitely needs work, because after hours of trying to get an area âflatâ, I pretty much couldnât, nor could I manage to create a smooth fairly even slope for a road up a mountain, it always comes out more like stair steps, which has huge challenges building roads on if the road isnât directly and entirely going N, S, E, or W. Bottom line, I felt more like I was fighting the game, than it actually doing what I wanted to accomplish, and that wasnât fun at all.
Your picture, while very cool, pretty much proves my point. All your roads are directly NESW, you have only flattened small areas, and you couldnât manage to actually flatten the strip area the brick mfg buildings are on. I will go as far as to say if you tried to, you would ruin the road below it and possibly make it impassable.
No, it doesnât prove your point. I could make it perfectly flat if I wanted to. But there was no need to do it as it was at the point the buildings would go down. And no, I wouldnât mess up the road by doing it. I could make roads that werenât grid-shaped, but it would just require more room. Which I didnât care about.
And I didnât flatten âsmall areasâ. That top level was from one area two squares in size that I expanded out to fit all that, then expanded more on the far end to add more buildings. The entire area where the smoke houses and wind mill was raised up from the lower elevation.
The areas you built on are all small areas, with the possible exception of the smoker area which would maybe be medium size in my book, on which BTW, most of the buildings are not plumb, they are leaning. I discovered this with walls, as they extend under ground further and you can clearly see they do not go straight up/down when built on slopes and highlighted.
Also, it appears going to market in your town is very dangerous, with 2 of them offering chances to plummet to your death while still within the market walls.
Honestly, kudos on the build, it is very cool. But for a person that wants to get it âjust rightâ and actually make an area flat, it either canât be done or if what you say is accurate, requires so much work as to cause frustration in folks like me, and not be a fun activity.
Yeah, well this isnât a world builder. You can do reasonable adjustments, but if itâs made as easy as some of you want weâd be seeing cities fully enclosed by impassible âwallsâ of earth and only one tiny opening along a valley topped with guard towers the whole way. You can still do it. You just canât do it quickly.