

#Supreme commander adjacency bonus update
Players have to think about the paths their villagers will take on their way to and from the drop off sites, and update drop off points as trees are cleared and animals hunted. Players have to plan their base for villagers to be as productive as possible but also defended from harassment.

Economy & ProductionĪge of Empires 2 (AOE2) has four resource types which are gathered in different ways. While I don’t think it’s always necessary, I’ll generally enjoy base building as there is something innately satisfying about it, but I think there’s so much potential for base building in RTS games to be more meaningful and some RTS already have nailed it. I think that enjoyment comes from a feeling of sandbox creativity and a visual representation of the economic, tech and production progression that happens throughout a match. I’ll admit my position on base building is esoteric in that most RTS fans do enjoy base building regardless of if the positioning is meaningful. To me, base building is so much more engaging if the actual placement of structures is nuanced and meaningful, rather than just a way of spending resources and advancing through a tech tree. (I think Spellforce 3 suffered from a problem like this, having both an overly complicated economy and multiple WarCraft 3 style heroes) Base building isn’t always needed for strategy in RTS and DoW 2 clearly shows this there’s so much going on in that having to build structures might have just been a chore that distracts from the heart of the game. Base building in RTS is typically the manifestation of strategic investment, so it’s always meaningful in that you’re choosing to build an Armory over teching up into Tier2.

I found the base building in DoW1 to be shallow, so I never viewed DoW2’s removal of it to be a detriment and DoW2 is still one of my favorite RTS games. Dawn of War 2 (DoW2) got slammed on launch by many fans of the original for its removal of base building.
