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Alpha Centauri got personality. Personality goes a long way.
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# ? Dec 9, 2021 19:33 |
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# ? May 24, 2024 02:16 |
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I'm sad I didn't play Alpha Centauri when it was new cause it's unplayable today. It' in this late 90's era of UI experimentation making it harder to pick up than any 1991 strategy game.
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# ? Dec 9, 2021 19:46 |
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Civ4 is the last civ game to have soul. Everything from Baba Yetu to Nemoy to the art design shows that the developers actually cared about the game. Civ6 is literally a mobile game.
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# ? Dec 9, 2021 19:48 |
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One day gamers will stop getting irrationally mad at mobile games. One day.
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# ? Dec 9, 2021 19:56 |
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Yeah you seem exactly like the type to pound off to gotcha games.
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# ? Dec 9, 2021 20:11 |
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Lol what a wild thing to say
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# ? Dec 9, 2021 20:19 |
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Civ 6 is bad but it looking vaguely like a mobile game isn't anywhere near why, you're both being weirdos
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# ? Dec 10, 2021 02:02 |
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Average Bear posted:Civ4 is the last civ game to have soul. Everything from Baba Yetu to Nemoy to the art design shows that the developers actually cared about the game. Civ6 is literally a mobile game. "If you chase two rabbits you will lose them both."
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# ? Dec 10, 2021 02:18 |
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you can still play alpha centauri i have it installed right now wtf
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# ? Dec 10, 2021 03:56 |
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Lady Radia posted:Civ 6 is bad but it looking vaguely like a mobile game isn't anywhere near why, you're both being weirdos Civ 6 does have a mobile port, so it is literally a mobile game. I just don't see why that's a problem.
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# ? Dec 10, 2021 04:30 |
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Mobile game has a specific meaning in the aesthetic sense.
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# ? Dec 10, 2021 06:19 |
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vs FIGHT!
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# ? Dec 10, 2021 07:34 |
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I have never played Anbennar before and was learning the mod doing an adventurer (Sons of Damaria) start. There is something that makes me a bit confused. There is quite a few missions that requires that you don't have the Adventurer Company reform active. The reform that you start with. But I never got to do those missons before transforming to a new kingdom. As it was always being blocked by still being an Adventurer Company. And when I transformed to Adenica the missions got replaced so the chance of completing them disappeared. I am talking about the missions like urbanizing your capital and making your own weapons. Is this bugged through an update or did I miss something? Hryme fucked around with this message at 11:57 on Dec 10, 2021 |
# ? Dec 10, 2021 11:53 |
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It's intentional as there are adventurers outside of Escann with different reforms. Just ignore them and move on, the only mission for adventurers that matters is the last one in the chain that removes the -50% Admin Eff. for however many years.
Rynoto fucked around with this message at 12:13 on Dec 10, 2021 |
# ? Dec 10, 2021 12:11 |
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Thank you.
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# ? Dec 10, 2021 12:15 |
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I think the basic adventurer tree is a more or less obsolete generic tree. IIRC it was in before a lot of the formables in the region existed/got their own mission trees, so you have those vestigial missions for after you form a country that you never get a chance to actually do.
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# ? Dec 10, 2021 12:36 |
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Is it better to purge the orcs and goblins or to try to coexist with them? I noticed that even when I had green orc as an accepted culture they gave +4 revolt chance as a coexisting minority. Does that ever get reduced?
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# ? Dec 10, 2021 12:40 |
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For Escann shenanigans I find it easier to just expel (never purge) goblins/orcs and be done with it, personally just due to the sheer amount of provinces owned by both. With that said both have good buffs and if you're the only country with good relations with those races you'll get a gently caress load of new immigrants/money/dev from all the other countries expelling them. Revolt chance doesn't go away but the bonuses do change at different relation levels. Orcs especially affect goods produced. Expelling/Purging a majority automatically makes the province your culture and religion.
Rynoto fucked around with this message at 12:52 on Dec 10, 2021 |
# ? Dec 10, 2021 12:50 |
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Thanks again. That was the two things I was a bit confused over and google was not that helpful. Expected in the age of discord I guess.
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# ? Dec 10, 2021 12:58 |
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Hryme posted:Thanks again. That was the two things I was a bit confused over and google was not that helpful. Expected in the age of discord I guess. Just be aware that there are some downsides to this. Flat unrest in any majority province you're expelling/purging, a bunch of devastation each time the amount downgrades, random events for devastation and more unrest, and it can take a while.
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# ? Dec 10, 2021 13:17 |
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Hryme posted:Is it better to purge the orcs and goblins or to try to coexist with them? I noticed that even when I had green orc as an accepted culture they gave +4 revolt chance as a coexisting minority. Does that ever get reduced? Inside the Serpentspine, the mechanics are a bit different, holds don't automatically gain development or dig out new floors if they're not populated by an integrated/coexisting underground race, those being dwarves, goblins and kobolds, notably excluding orcs. As such, it is always worthwhile to purge orcs or other surface dwellers that take a hold because the development in caves and roads only has an infinitesimal effect on your nation anyway so losing it is no big deal and the holds will regain the development that much faster anyway.
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# ? Dec 10, 2021 13:30 |
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Also surface races that are present as a minority or majority are fine in a dwarfen hold; what matters is the province's overall culture, the main one. Friendly surface races can be a boon in a hold; IIRC humans reduce dev cost, which is always worthwhile for holds. Also note that purging a race that controls a province's culture, once successful, results in the province gaining your main culture/race and religion too. You basically skip the culture and religious conversion, which can take a significant amount of DIP power and time otherwise.
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# ? Dec 10, 2021 13:37 |
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For dwarves I honestly prefer keeping orcs, goblins, and kobolds as their bonuses are all incredibly good for holds. On top of that, orc holds tend to be very low dev so easy to convert anyways so Goblins and Kobolds most importantly give construction speed which stack together to massively reduce hold upgrade time.
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# ? Dec 10, 2021 13:44 |
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ilitarist posted:My favourite one is Georgian queen. Like build walls, dude. I'm fine with you winning by culturally dominating the world because drat these walls. To be fair Georgia is absolutely swarming with castles so that adds up.
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# ? Dec 10, 2021 13:57 |
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Rynoto posted:It's intentional as there are adventurers outside of Escann with different reforms. Just ignore them and move on, the only mission for adventurers that matters is the last one in the chain that removes the -50% Admin Eff. for however many years. I'm rather new to Anbennar as well, couldn't figure out the adventurer mechanics. Tried playing as the halfling adventurers, but I could not figure out how its supposed to work, maybe because I haven't played a tribal nation before in normal EU4. I can conquer tribal lands from orcs, but I have no idea what they actually do for me. I am forced to migrate after a while because of desolation, even when I ended up on a trade node province I wanted to stay at. How do I actually settle down, even after getting two government reforms I didn't find a way.
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# ? Dec 10, 2021 14:24 |
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MonikaTSarn posted:I'm rather new to Anbennar as well, couldn't figure out the adventurer mechanics. Tried playing as the halfling adventurers, but I could not figure out how its supposed to work, maybe because I haven't played a tribal nation before in normal EU4. The tier 3 'stake our claim' reform allows you to settle and removes the ability to migrate. Just beware that settling this way makes the land culturally whatever it is based on the 'primitives' which will usually be orcs in escann. The last reform fully settles all tribal land you own as your own culture and religion. So my own strategy here is to only normal-settle provinces that block off other adventurers and save tribal land for the final reform. For more micro-intensive adventuring you'll want to be always be cycling alliances and breaking them to put you a truce timer with all neighboring adventurers, because otherwise they'll happily move into your tribal land and settle. If you're careful about said truces and quickly snap up as much orc/goblin tribal land as possible you can leave most other adventurers around you with only a few provinces once it comes time for conquest. Rynoto fucked around with this message at 14:35 on Dec 10, 2021 |
# ? Dec 10, 2021 14:32 |
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Rynoto posted:The tier 3 'stake our claim' reform allows you to settle and removes the ability to migrate. Just beware that settling this way makes the land culturally whatever it is based on the 'primitives' which will usually be orcs in escann. The last reform fully settles all tribal land you own as your own culture and religion. So my own strategy here is to only normal-settle provinces that block off other adventurers and save tribal land for the final reform. Ah thanks, I guess I chose the wrong reform. Got to try again, but I got so many other Nations to try first. Grombar was fun, but the almost forced change in religion was annoying. Centaurs were fun to start out as, but have a kind of boring conquer-only mission tree. I love the idea of the dwarves, but it somehow sucks how you have to play the first decades on fast forward, and once you get really going good you get killed by a disaster. Truly an exceptional mod. Got to try some gnomes next. Or maybe elves.
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# ? Dec 10, 2021 14:42 |
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MonikaTSarn posted:Got to try some gnomes next. Or maybe elves. Do Venail, which is south west of the empire on a little island if you want Elves. Don't look up anything about it. Seriously. Just play it. And the dwarven disasters aren't that bad and a necessary roadbump because otherwise they hit infinite money mode even faster. Obsidian Legion is the only really bad one that can destroy you if it spawns badly. The most FUN* disaster in the game though is for the goblin Allclan. Their government form is a chaotic mess and if you ever let it destabilize the entire country goes to absolute hell. On the upside you do get goblin space program, rocket rails, and massive industrial projects that make the dwarves look like losers. Rynoto fucked around with this message at 14:49 on Dec 10, 2021 |
# ? Dec 10, 2021 14:44 |
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Hryme posted:Is it better to purge the orcs and goblins or to try to coexist with them? I noticed that even when I had green orc as an accepted culture they gave +4 revolt chance as a coexisting minority. Does that ever get reduced?
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# ? Dec 10, 2021 15:09 |
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Terrible Opinions posted:Integrated is the next step and generally the bonuses go up and penalties go down. Even integrated orcs are still +3 unrest. Most others are +1. Think only elves, humans and dwarves don't have any unrest at integrated?
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# ? Dec 10, 2021 15:16 |
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Hryme posted:Is it better to purge the orcs and goblins or to try to coexist with them? I noticed that even when I had green orc as an accepted culture they gave +4 revolt chance as a coexisting minority. Does that ever get reduced? I purged the orcs and didn't realise the leader of corintar was half orc and immediately felt very bad
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# ? Dec 10, 2021 15:29 |
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Rynoto posted:Even integrated orcs are still +3 unrest. Most others are +1. Think only elves, humans and dwarves don't have any unrest at integrated?
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# ? Dec 10, 2021 15:31 |
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I will never not integrate, wtf
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# ? Dec 10, 2021 15:32 |
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Gnomes and kobolds are fun. Two dweeb races fighting for the rear end-end of the continent, and both have weird enough armies that even the simplistic EU system makes them play very different to anyone else.
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# ? Dec 10, 2021 15:34 |
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I had a fun time playing the Order of the Iron Sceptre who then become the necromancer kingdom of Esthil.
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# ? Dec 10, 2021 15:40 |
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The one run I've been trying hard to get to work is Blackmoon -> Tugund Durakh with Centaur military. Just end up getting out mil-teched and swarmed but damnit if I don't want to unite the Fey world.
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# ? Dec 10, 2021 16:26 |
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HerpicleOmnicron5 posted:I purged the orcs and didn't realise the leader of corintar was half orc and immediately felt very bad An entire side of their mission tree is about peaceful coexistence with the Orcs
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# ? Dec 10, 2021 17:41 |
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Firebatgyro posted:An entire side of their mission tree is about peaceful coexistence with the Orcs This was the build before their mission tree was expanded to feature that line, I think.
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# ? Dec 10, 2021 18:51 |
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Rynoto posted:The one run I've been trying hard to get to work is Blackmoon -> Tugund Durakh with Centaur military. Just end up getting out mil-teched and swarmed but damnit if I don't want to unite the Fey world. Currently playing through this one and expanding into Castanor after forming. The key is to be constantly juggling truce timers to avoid an overwhelming coalition forming. This means quick wars for humiliation or gold alongside actual expansion. The Emerald Orcs are ideally suited for this as they have extremely good manpower recovery.
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# ? Dec 10, 2021 18:58 |
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# ? May 24, 2024 02:16 |
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Aethernet posted:Currently playing through this one and expanding into Castanor after forming. The key is to be constantly juggling truce timers to avoid an overwhelming coalition forming. This means quick wars for humiliation or gold alongside actual expansion. The Emerald Orcs are ideally suited for this as they have extremely good manpower recovery. Oh yeah, getting up to having the tree planted isn't too hard, it's going on longer once you start getting so wide in the plains/mines/bulwar/escann all at once that things start falling apart with the massive tech differences because there's essentially zero tech spread in TD. The best run I've had was only pushing into Escann far enough for the tree then spreading throughout the entire plains with occasional wars in Cannor/Bulwar but the rivals really start to stack up and once you're 8+ techs behind it starts getting really bad even with centaur cav.
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# ? Dec 10, 2021 19:14 |