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Super Jay Mann
Nov 6, 2008

FLIPADELPHIA posted:

Yeah I guess I need to mess around with trying multiple religions. What are the downsides of having pagan shrines and say Zoroastrian temples in the same cities?

Religious strife as members of your court start splintering into your Pagan and non-Pagan faith, which can cause problems with relations and events. Nothing too terrible mind you if you don't let other factors compound on top of it, but just one more thing you have to be wary of when keeping all your characters happy.

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FLIPADELPHIA
Apr 27, 2007

Heavy Shit
Grimey Drawer
Cool, thanks for the info.

Something I can't figure out, which tech gives your workers the ability to clear trees for lumber?

ate shit on live tv
Feb 15, 2004

by Azathoth

FLIPADELPHIA posted:

Cool, thanks for the info.

Something I can't figure out, which tech gives your workers the ability to clear trees for lumber?

You can do that from turn 1 with no tech (it does require orders however).

FLIPADELPHIA
Apr 27, 2007

Heavy Shit
Grimey Drawer
Yeah I'm dumb, was trying to do it with scouts.

alcaras
Oct 3, 2013

noli timere
FilthyRobot and I just finished an epic 1v1 play-by-cloud duel where each of us recorded and narrated our turns as we played them.

I sent him the video files and he's stitched them together and uploaded them here:
https://www.youtube.com/watch?v=nWhsH-Ca-ro&list=PLQFX9B_9L4-nIAkCSMXSEs0Cr78B1dcdf

Without spoiling the game, this was a great game and well worth the watch. We both explain our play pretty extensively. Appreciate any advice / comments / thoughts, either here or on comments on the videos.

I started as Egypt. FilthyRobot ends up picking Rome.

Game Settings:

Random Leaders
Mirrored
Coastal Rain Basin [Medium]
The Great difficulty
No ambition victory
Normal tribes
Moderate events
Undo Allowed, Show Pending Critical Hits
No Starting Techs


Hopeful that more folks will check out Old World (esp. with the steam release coming up) and multiplayer (I find the game shines in the play-by-cloud format, as it gives you time for some deep strategic analysis).

alcaras fucked around with this message at 15:53 on Mar 14, 2022

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Neat, I’ll check it out. This seems like a good game for FR’s sometimes-tiresome level of overanalysis. I loved his Civ V videos.

Just yesterday I really wanted to play a TBS game but nothing I currently have sounded right. The release schedule on Steam is pretty quiet for the next couple of months so I hope they can get this out soon.

Anno fucked around with this message at 12:44 on Mar 13, 2022

Anno
May 10, 2017

I'm going to drown! For no reason at all!

alcaras posted:

FilthyRobot and I just finished an epic 1v1 play-by-cloud duel where each of us recorded and narrated our turns as we played them.

I sent him the video files and he's stitched them together and uploaded them here:
https://www.youtube.com/watch?v=nWhsH-Ca-ro&list=PLQFX9B_9L4-nIAkCSMXSEs0Cr78B1dcdf

Without spoiling the game, this was a great game and well worth the watch. We both explain our play pretty extensively. Appreciate any advice / comments / thoughts, either here or on comments on the videos.

I started as Egypt. FilthyRobot ends up picking Rome.

Game Settings:

Random Leaders
Mirrored
Coastal Rain Basin [Medium]
The Great difficulty
No ambition victory
Normal tribes
Moderate events
Undo Allowed, Show Pending Critical Hits
No Starting Techs


Hopeful that more folks will check out Old World (esp. with the steam release coming up) and multiplayer (I find the game shines in the play-by-cloud format, as it gives you time for some deep strategic analysis).

I've watched all 12 I think episodes that are up so far - it's very compelling! idk who's doing the mixing but especially on your turns there's a big difference between your voice and the game sounds. Not the biggest deal in the world but maybe something that could be changed if you do another game. Which I hope you do!

Are there any unwritten rules of multiplayer? For instance no one has scouted and then undone their move, which I assume would be very powerful and thus probably looked down upon in such a tight knit MP community.

Anno fucked around with this message at 01:27 on Mar 16, 2022

ate shit on live tv
Feb 15, 2004

by Azathoth
You can disable the undo function, which I assume they did and would probably be the standard for MP.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Undo is definitely on in the match. I just wasn't sure if there was some game rule about certain actions being undoable or just a gentlemanly handshake.

alcaras
Oct 3, 2013

noli timere
Thanks, I've adjusted my sound settings so game sounds are quieter, though alas, all the turns for this game are already recorded. (If I'm understanding your feedback with other feedback I've received -- unless you were saying I was particularly loud?)

We're playing with Undo on because it's so amazing, particularly for worker management and trying to figure out combat (there's a turn later on where I effectively replay the turn 3 times trying to figure out how to optimize an engagement), but yeah, we are deliberately avoiding undoing Scout moves. (undo-scout until you find goody huts feels like it'd just be tedious and kind of defeats the point, similarly with "I hope there's a forest to hide in, oh there's not, let me undo")

ate shit on live tv
Feb 15, 2004

by Azathoth

alcaras posted:

Thanks, I've adjusted my sound settings so game sounds are quieter, though alas, all the turns for this game are already recorded. (If I'm understanding your feedback with other feedback I've received -- unless you were saying I was particularly loud?)

We're playing with Undo on because it's so amazing, particularly for worker management and trying to figure out combat (there's a turn later on where I effectively replay the turn 3 times trying to figure out how to optimize an engagement), but yeah, we are deliberately avoiding undoing Scout moves. (undo-scout until you find goody huts feels like it'd just be tedious and kind of defeats the point, similarly with "I hope there's a forest to hide in, oh there's not, let me undo")

Yea I tend to agree with that take. When I play single player I absolutely undo my scouts constantly and without regret, but I do think different agreements for multi-player make sense.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

alcaras posted:

Thanks, I've adjusted my sound settings so game sounds are quieter, though alas, all the turns for this game are already recorded. (If I'm understanding your feedback with other feedback I've received -- unless you were saying I was particularly loud?)

Nope, you got it.

It’s nice to see the devs (and you!) so active on Discord/Reddit/CivFanatics. Hopefully the game can get a big second wind when it hits Steam. I assume it’ll be on or about May 5th and so far there’s nothing else really releasing around that time so it has a window at least.

Anno fucked around with this message at 03:21 on Mar 16, 2022

alcaras
Oct 3, 2013

noli timere
Recorded an overview / guide to nations & archetypes, with an eye toward multiplayer: https://www.youtube.com/watch?v=Jc0YDmx2fks

Hopefully audio is better here.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

alcaras posted:

Recorded an overview / guide to nations & archetypes, with an eye toward multiplayer: https://www.youtube.com/watch?v=Jc0YDmx2fks

Hopefully audio is better here.

Thanks, I’ll give it a watch.

I actually ended up picking up the game after watching the game a bunch the last few days. My first game is going pretty well, but I’m nearing 60 and don’t have an heir, and I’m not sure what’ll happen when I die. Is it game over like CK? Or do they shove in some other random courtier/family head or something?

I feel like I’ve gotten a lot of good land and cities in this first game but characters have been bad. I rolled a Judge starting character and two family heads have rolled as Schemer’s as well as the husband I chose (that’s on me for not doing my due diligence I guess). Basically every meaningful character has been at most +30 the entire game lol

limp_cheese
Sep 10, 2007


Nothing to see here. Move along.

Anno posted:

Thanks, I’ll give it a watch.

I actually ended up picking up the game after watching the game a bunch the last few days. My first game is going pretty well, but I’m nearing 60 and don’t have an heir, and I’m not sure what’ll happen when I die. Is it game over like CK? Or do they shove in some other random courtier/family head or something?

I feel like I’ve gotten a lot of good land and cities in this first game but characters have been bad. I rolled a Judge starting character and two family heads have rolled as Schemer’s as well as the husband I chose (that’s on me for not doing my due diligence I guess). Basically every meaningful character has been at most +30 the entire game lol

I'm pretty sure if you don't have an heir the game is over. You might have to change how heirs are chosen or manually choose one yourself. There are events that let you adopt an heir but I'm pretty sure those are random.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Yeah I was clicking around on various characters to see if an adoption option was possible. The game seems to want to guide you a bit with the event system so I’ve been expecting an event to pop up that gives me some kind of option, but maybe not or maybe it isn’t guaranteed. I’ll keep going and see what happens, wouldn’t mind starting again on a bit harder difficulty anyway.

limp_cheese
Sep 10, 2007


Nothing to see here. Move along.

I've probably played 10 games single player at various stages in its development and I've gotten the adopt event only a handful of times. Even then, in order to adopt the kid sometimes you need to be a certain archetype. I'm pretty sure there is also an archetype that can adopt kids whenever.

The only time I can remember adopting a kid is was when the ruler had siblings but no wife or children. He died when the kid was like 11 and a couple of years later he was assassinated by someone and the bloodline that was popping out children like it was going out of style took over.

It seems like a mechanic that should be easier to engage with.

Archduke Frantz Fanon
Sep 7, 2004

you can also get an heir by adopting the children of a tribal leader when you destroy the tribe

alcaras
Oct 3, 2013

noli timere
You should get events popping about how your nation is concerned about the succession and offering you people to adopt. These options will be adults. Make sure not to turn this down if you have no chance of a natural born heir!

Also, as mentioned, sometimes you’ll get a tribal adoption event when you clear a camp.

Schemer leaders are the only archetype that can adopt children, though the UI for it is a bit odd: you have to use the all characters pane to find the kid you want to adopt.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Thankfully I ended up getting an event that allowed me to adopt the dude who was my ambassador. Then I died like two turns later, he married someone from Carthage to help re-secure our peace and now I have a couple of kids. I assumed there would be a bigger hit than just 4 legitimacy so I’ll take it.

Also man can your economy take a shock when a good character dies. My leader had a trait that boosted my stone production both nationwide and in my capital where she was the governor and when she died my stone income was almost cut in half.

Anno fucked around with this message at 11:46 on Mar 20, 2022

alcaras
Oct 3, 2013

noli timere
Continuing to enjoy the game and am dabbling in content creation for it. Let me know if there are concepts or nations or whatever that would be worth covering.

Here's a quick overview about Training:
https://www.youtube.com/watch?v=jkJEeuVphPg

One about Flanking:
https://www.youtube.com/watch?v=K0RqyMEfEaw

And here's a recap of an awesome play-by-cloud FFA (that took 6 months to play, start to finish) that had some really fun back and forth dynamics:
https://www.youtube.com/watch?v=lWvNxzNxx9k

Really hopeful this game will get a big boost when its Steam release comes out -- it's an undiscovered gem of a game.

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

I haven’t played the game yet, but I liked the first video!

Anno
May 10, 2017

I'm going to drown! For no reason at all!

It’s dumb, and probably Bad Content, but my biggest hangup so far has been what families to settle where, especially my/their capitals. It’s always a long think to consider all of the possible benefits and in what order to get them, what the city is likely to end up looking like etc. Just some thoughts on what prompts you to settle what where or fire up some new maps and ruminate on what seems best could be interesting.

Edit: patch note videos are fun too! And, I assume, pretty easy to produce. Though with the frequent-but-small updates maybe it doesn’t make as much sense for this game.

Anno fucked around with this message at 03:41 on Apr 2, 2022

alcaras
Oct 3, 2013

noli timere
Thank you for the suggestions and kind words!

Off the top of my head (I am, indeed, a written guide person first and foremost in my heart) -- hopefully this is along the lines of what you were asking about (and I like the idea of thinking aloud about founding on randomly generated new maps).

I think of families in a few non-exclusive buckets.

Bucket 1: Military families: Champions, Hunters, Riders

These are going to be looking for ore, because you want to get as much base training to get modified by the % upgrades from Barracks, Ranges, and Governors.

Riders: You'll also want to keep an eye out for Horses for every city after your family seat. Paradoxically, you don't necessarily want Horses in your Rider family seat, since the family seat always provides Horses (and Elephants, which is worth keeping in mind for Carthage).

Rider seat also gets an extra scout, which can be abusive with early schemer leader that lets you get max value out of two early scouts, letting you discover more things on the map, which gets you more legitimacy, which lets you find more people on the map, who you can declare war on for +2 orders per war thanks to Schemer...

Hunters: Even though Hunters a military family, they're incredible growth machines thanks to +100% from Camp / Nets -- that means they can be tremendous settler factories. So anywhere with a lot of potential camps is great for hunters. Also, their family seat bonus is pretty zzz (Hunt project is very situational) so don't worry if you don't find a good hunter city for the seat -- it doesn't matter since _any_ Hunter city gets Camp / Net bonus. Sentinel is _very strong_ as it's +20% combat strength for ranged units as long as they're in your borders, which can be amazing on siege esp. if you're aggressively forward settling. Just don't forward settle with Hunter cities since the family takes negative opinion from having enemies in its borders.

Champions: For the seat, look for ore because the seat's +25% training bonus is absolutely insane. Later on, you'll want to consider Champions as good border cities because of the +50% defensive bonus makes them tougher to take.

Bucket 2: Growth families: Landowners and Hunters

Landowners are incredible -- baseline growth, +2 culture per crop resource (wheat, barley, sorghum, and ... uh citrus, I guess oranges are a "crop" technically) and -50% rural specialist build time mean you can get a powerhouse growth city up very quickly. Look for wheat / barley / sorghum, or anywhere you want a lot of rural specialists (e.g. later on, river forest tiles for lumbermill specialists that build faster). Their family seat can buy tiles right away which is easy to forget about but incredibly powerful since you can build a truly monster early city with some choice tile buys.

Hunters are the strongest growth family in the game because the Camp / Net bonus, and because Camps / Nets are usually clustered...

Bucket 3: Artisans

In a class of their own. Look for hills and river forests, or really even any forests. The mine / lumbermill boost is significant, so save those sites for artisans. But, like Hunters, _all_ Artisan cities get the bonus, so you can found an artisan seat without hills or forests without stressing out. They also produce a ton of culture (+4) just as baseline. And from a military perspective, they produce siege / ships with +20% combat strength _anywhere_ -- it's like sentinel on steroids, just for siege.

The seat's extra worker and -2 turns (!!!) on urban improvements means they can get up and running _very_ quickly. Even more so if you give them a Builder governor for another -1 turn.

Bucket 4: Specialist Havens: Patrons and Sages

These scale off of specialists (Patrons +2 culture / specialist) and Sages (+1 sci / specialist, -20% urban specialist cost). They both also have baseline +2 civics so they're good at building specialists.

Patrons: You get a court minister when founding, which can be handy if you haven't gotten any courtiers. They can settle anywhere. Patron seats can buy civic projects with gold, which can sometimes justify making them your founding city site if you want to play Constitution (decree in capital) or have a Scholar leader (inquiry in capital). Worth considering, especially for Assyria which lacks Statesmen or Sages, but pretty niche and remember hurry production costs ramp up so it won't be something you'll be able to do forever.

Sages: Going to talk about Inquiry below. Their seat gives you a Random Tech, so you almost always want to found them third so you maximize your chances of getting a Tier 3 tech. No particular location preference when founding these.

Bucket 4: Civic Project Pumps: Sages & Statesmen

These are borderline broken in my eyes, particularly in longer games. For both of these you are looking for Marble, or failing that, Mountains, or failing that, Arid tiles. Multiple marble is $$$.

I will share this screenshot of this triple-marble Statesmen family seat I once had that lives forever in my memory:
.
Granted that's a 9 cha governor/leader, but still! I did eventually build a forum when I no longer had that governor there :p

You want to get Stonecutters on Marble up in them and then get the Inquiry / Decree pump online, biasing the family seat toward anything that increases civics (most usually Stonecutters, Monks from Monasteries) and then just spam Inquiry / Decree forever. Inquiry is basically auto-repeat once you have enough civic production, Decree you can turn on and off based on whether you need the orders (if you do bank decrees, or for some reason, inquiries, be aware decrees/inquiries that are in queue and have partial completion lose 10% of progress per turn).

Both decree and inquiry scale with culture level. These cities make great holy sites (esp. for your pagan religion where you can choose where your first holy site will be). Forums are also worth investing in here, particularly as they level up in culture.

Sages: Inquiries give you +1 culture per turn in that city _per inquiry completed_. Which means spamming inquiries is a great way to level up your inquiry city with culture! You can supplement with Odeon/Theatre/Hamlet diamonds but ... don't really need to tbqh.



It can get out of hand -- yes, this is 44 completed inquiries. And I think my governor had just died when I took this screenshot, since you should prioritize getting a high charisma governor into your Sages/Statesmen seat as soon as you unlock 2 laws and build a garrison. (Good places for your leader to be a governor too, since leader can governor _any_ family city, unlike heirs, which have to match family.) Prioritize getting to two laws ASAP just to be able to have a high cha gov in this family seat.


Statesmen: They get +1 Civics per Family Opinion Level which is confusing, but works out to +4 if the family is Cautious, +5 if the family is Pleased, and +6 if the family is Friendly. So they are better than Patrons and Sages at specialist production (but have no scaling benefit based on specialists). Statesmen though give one order per statemen city which is huge -- so anywhere that isn't a great site for another family, settle Statesmen for the extra order (so long as you can manage other families' envy from Statesmen having the most cities -- so don't go overboard). Family Seat gets a Treasury on founding which is ... nothing to write home about. I can't really see founding Statesmen as your first city unless for some reason you have an amazing multi-marble start.

Since Decree does NOT give +1 culture/turn like Inquiry does, a odeon-double-hamlet-theatre diamond works well to boost this city's culture, and sometimes even a Poet specialist, when you might not need orders from a Decree I immediately.

Bucket 5: Memes: Traders and Clerics

Avoid these families unless you're going for some sort of specific build or meme. They need some love to be competitive imo.

Traders are hard to justify over other families -- can see some fun plays as Carthage and the merchant you get upon founding as a potential spouse, or if there's an absurd amount of gems / silver / gold at a site.

Clerics guarantee you a religion which can be nice for FFAs. They also let you build on sand, which is nice if for some reason you have a lot of sand nearby. There are also some interesting possibilities with Zealot leaders, since getting a religion early and making it a state religion means you can hurry production on everything with training. (I can see Clerics with preset leader Assyria, replacing Patron).

---

Founding orders / notes per civ, based on MP consideration since that's the vast majority of my experience:

Rome (Landowner / Champion > Statesmen)
Generally want to found Landowners or Champions, depending on the initial site. (Lots of crop resources? --> Landowners. Ore? --> champions).
Patrons for meme scholar-leader-inquiry buying, but otherwise would not touch Patrons as Rome, since they have access to Statesmen.

Persia (Riders / Hunters > Statesmen)
Usually founding Riders unless it's a great Hunter site (or multi-marble for Statesmen) to get double scouting up and running. Hunter is also quite viable on its own if there's a horse in the capital, to give you more cities that can build your UU (and Sentinel on Paltons/Cataphract Archers is really strong defensively). I can't see ever picking Clerics here.

Greece (Champions / Artisans > Sages)
Sages will be third for the random tech and to give you maximum time to find marble. I tend to like Artisans as a second city since I have more things to build by the time I found them -- two workers early are hard to take advantage of, and the construction bonus only applies to urban improvements. I can't see going Patrons given how strong the other families are, but there might be some meme-ry with Olympiad, which is the Greece only project... being able to turn gold into training (and +1/training per turn forevermore) seems like it should be good, but I suspect the scaling costs make it not worth it.

Egypt (Landowner / Rider > Sages)
Generally will found Landowner if there's horse at my capital (so you can get your UU up in two cities), and then try to find a great ore site for Rider seat and marble for Sages. Rider founding is also viable.

Carthage (Rider / Artisans > Statesmen)
If for some reason there's elephant at your capital, found Artisans (so you can get your UU up in two cities). Else found Rider. Statesmen third usually to give you time to find marble. Hard to justify Traders, but probably more viable here than anywhere else thanks to being able to hire tribal mercs.

Babylon (Hunter / Artisans > Sages)
Usually don't see great capital hunter sites, but I like getting founding Hunter so that I can start getting it to Strong for the UU, and since Artisans catch up quickly culture-wise, they can work well as a second city. Either works really. Sages third. Hard to justify Traders. I'm playing a cloud duel right now where we set a house rule of no inquiries so I actually went with Traders and am already regretting not having Sages even without inquires. Random tech and extra sci per specialists are just so much better than anything Traders offers, not even factoring in inquiries.

Assyria (Champion / Hunter / Patrons)
No strong order. Default to Champion unless there's an good Hunter site or you want a Patron cap for decree spam with Constitution or capital inquiry via Scholar. I could see Clerics replace Patrons, particularly if you're running with preset leaders and thus have a Zealot leader.

alcaras fucked around with this message at 06:11 on Apr 2, 2022

mitochondritom
Oct 3, 2010

I want to love this, I kind of do, but it's so unfortunate that the performance is absolutely dire. There's some sort of memory leak that rapidly reduces performance after about 20 mins of playing that renders the whole thing impossible really. Did it get fixed?

Anno
May 10, 2017

I'm going to drown! For no reason at all!


Wow! Thanks a lot for the write up, I’m sure that was a lot of work. I’ll dig in later today when I get some free time.

mitochondritom posted:

I want to love this, I kind of do, but it's so unfortunate that the performance is absolutely dire. There's some sort of memory leak that rapidly reduces performance after about 20 mins of playing that renders the whole thing impossible really. Did it get fixed?

I got the game a couple weeks ago and have played probably 15-20 hours without experiencing anything like that. Performance has been solid so far.

alcaras
Oct 3, 2013

noli timere
No performance issues lately. Had some late last summer, but it's been smooth all 2022.

Wrote an effort post on tech paths over on the subreddit:
https://www.reddit.com/r/OldWorldGame/comments/tvb3tj/terminal_tech_branches_which_endgame_military/

alcaras fucked around with this message at 18:47 on Apr 3, 2022

take boat
Jul 8, 2006
boat: TAKEN

alcaras posted:

No performance issues lately. Had some late last summer, but it's been smooth all 2022.

Wrote an effort post on tech paths over on the subreddit:
https://www.reddit.com/r/OldWorldGame/comments/tvb3tj/terminal_tech_branches_which_endgame_military/

this and the past few videos / posts have been great, btw!

alcaras
Oct 3, 2013

noli timere
Finished another narrated cloud duel with both perspectives, this time with fluffybunny.

Playlist with our turns, one after another:
https://www.youtube.com/playlist?list=PLUhNKa2jBT2GY_ysIkb8-kbrGO08eqZVA

Comstar
Apr 20, 2007

Are you happy now?
I still haven't finished 1 game yet beyond the tutorials.

Questions
- Is the Carthage scenarios a continuation of the tutorial or am I going to learn the same thing playing a normal game.
- Why does the UI say "BUILD THIS THING HERE"? Why build a farm there and not elsewhere? Should I be following the icon or what?
- Why does the big flashing ! mark list 10 things I can do...sometimes I choose someone and the mission goes away and sometimes I choose someone and it stays there. What?
- 75% of the ! mark missions are greyed out all the the time. Thanks for me alerting me to this fact game.
- With the high turnover of everyone, spending time setting a specific governor seems a waste. I just choose the one with the most green numbers and the lowest red ones. By the time they take over, they'll build like 2-3 things and then its time for a new one. Also the font for the numbers is tiny and near unreadable anyway.
- Does automation of workers automate building roads. Oh god how do I automate building roads.
- What does the lighting bolt mean for unit power.
- What does having a favor with another power actually do? All I saw it do was give a money bonus when my leader died.

Lichtenstein
May 31, 2012

It'll make sense, eventually.

Comstar posted:

- Is the Carthage scenarios a continuation of the tutorial or am I going to learn the same thing playing a normal game.
Sorta, they're very much 'introduce new mechanics one at a time' kind of minicampaign.

quote:

- Why does the UI say "BUILD THIS THING HERE"? Why build a farm there and not elsewhere? Should I be following the icon or what?
They're just suggestions for spots with good terrain/adjacency bonuses. Just a convenience thing, but you can hover over each building and get exact info (it's pretty overwhelming at first, but basically farms/mines/quarries have their terrain preferences, urban buildings all share their own definition of urban space and a couple buildings care about adjacency, being about buffing specific things).

quote:

- Why does the big flashing ! mark list 10 things I can do...sometimes I choose someone and the mission goes away and sometimes I choose someone and it stays there. What?
Yeah, there's a lot of notifications that I mostly gloss over. There's a lot of reminders for small stuff like a unit dying etc. Some bigger ones are shaped like events (eg. a governor dying), but it's just that. If things disappear it's probably because you've already done the action its reminding you of before going through the list (eg. appointing a new governor).

quote:

- Does automation of workers automate building roads. Oh god how do I automate building roads.
Crtl-R, it's in the tooltip.

quote:

- What does the lighting bolt mean for unit power.
Crit chance.

quote:

- What does having a favor with another power actually do? All I saw it do was give a money bonus when my leader died.
You can cash it out in events for some nice extra bonus or a get out of jail free card. It's pretty useful, since it can even hold off a war declaration!

Fuligin
Oct 27, 2010

wait what the fuck??

alcaras posted:

Finished another narrated cloud duel with both perspectives, this time with fluffybunny.

Playlist with our turns, one after another:
https://www.youtube.com/playlist?list=PLUhNKa2jBT2GY_ysIkb8-kbrGO08eqZVA

thanks for your posts, i also vastly prefer written guides

Anno
May 10, 2017

I'm going to drown! For no reason at all!

https://twitter.com/mohawkgames/status/1513483094317277184

Comstar
Apr 20, 2007

Are you happy now?
I did the first Carthage mission and the game made a lot more sense.

Q- What does intercession someone actually do?
Q- If at war with a Tribe, how do I declare victory and go home? As in make peace without an event.

Beyond not chopping down every forest I come across to be able to make a saw mill later, is there anything other land type you shouldn't be building on and saving it for later?

What does a Garrison and Stronghold actually do?

Groovelord Neato
Dec 6, 2014



Hell yeah. Been looking forward to playing this.

Lichtenstein
May 31, 2012

It'll make sense, eventually.

Comstar posted:

Q- What does intercession someone actually do?
It's kind of like influencing someone for a better relation, but you send the pope to do the job for you.

quote:

Q- If at war with a Tribe, how do I declare victory and go home? As in make peace without an event.
You need to unlock/employ an ambassador.

quote:

Beyond not chopping down every forest I come across to be able to make a saw mill later, is there anything other land type you shouldn't be building on and saving it for later?
Just don't build over special resources, the rest is just land with various proficiencies.

quote:

What does a Garrison and Stronghold actually do?
Garrison: a trickle of orders, enables assigning governors.
Stronghold: a trickle of orders, unlocks unique unit.

IIRC they also worked as actual forts for combar purposes.

Lichtenstein fucked around with this message at 16:15 on Apr 11, 2022

ate shit on live tv
Feb 15, 2004

by Azathoth

Comstar posted:

I did the first Carthage mission and the game made a lot more sense.

Q- What does intercession someone actually do?
Q- If at war with a Tribe, how do I declare victory and go home? As in make peace without an event.

Beyond not chopping down every forest I come across to be able to make a saw mill later, is there anything other land type you shouldn't be building on and saving it for later?

What does a Garrison and Stronghold actually do?

A quick note, feel free to clear cut forests early on, they will grow back by the time you unlock sawmills. There are two types of forest cutting. The first one take's one order, and gives you 20wood, and then the forest will grow back on it's own in like 20? turns. If you go to where you had cut down the forest and then you Clear the land, it costs like 4 more orders, then you can build something else there, but the forest won't regrow.

Comstar
Apr 20, 2007

Are you happy now?
Ok, the Carthage scenarios;s are a continuation of the Tutorial.

With the icons of things to build when you select a worker- why those ones? Are they just HIGH YIELD HERE arrows? Do they take into account adjacency bonuses? Or should I be ignoring them for more useful-at-the-moment items?

Lichtenstein
May 31, 2012

It'll make sense, eventually.
They're high yield suggestions that do take adjacency into account. They're not 100% perfect all the time, but a convenient starting point for scanning the terrain you're dealt.

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Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate
I am on my third game now, really enjoying this! It was brought up in the 4x thread recently being described as a 4x that has actually decent AI which does seem to be the case. Appreciate some of the suggestions in here, as this is definitely a little tougher than standard 4x fare.
Wanted to highlight how helpful the concepts of building a military unit every other build on towns, and exploiting family specialties on towns that benefit most i.e hunter family for a settler pumping town.

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