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Magil Zeal
Nov 24, 2008

After finishing a few games, I've made some observations:
  • Egypt is really good for rushing early wonders. The Builder bonus of using multiple workers to rush improvements is a very Civ IV thing, though it took me a while to figure out that I just had to leave the worker in the space to make it work.
  • Incidentally, it seems like you can use your "extra" worker to build a road and still have it count towards rushing the improvement. Unfortunately it also seems like the effort is wasted if the improvement takes an odd number of turns to build, since unlike in Civ, improvements only finish at the start of your turn rather than during your turn, unless I'm missing something here.
  • If you want to play a builder-focused game with very little war, stone is always in a short supply. Even with twice as many quarries as any other improvement I still spent every midgame turn buying stone, and still many turns towards the end.
  • Specialists are not included in the "citizen" count, apparently, which makes the "per citizen" bonuses appear quite weak to me, given how I almost always want to convert my citizens into specialists.
  • Keeping units on city sites to prevent the AI from claiming them is vital.
  • Using training to buy orders can be very helpful to get an extra thing or two done in a turn. Anyone can do this, and as long as you're not actively waging war or about to upgrade a bunch of units it seems a legit use.
  • Having a string of 3-4 rulers who all rule for around a decade or less after your first "The Great" ruler can really ruin your legitimacy and make it difficult to get things done. Not sure how to avoid this though, maybe Ultimogeniture.
  • Do not underestimate how much cover trees give against ranged units. It's a massive difference. Most tribes use a good deal of ranged units, so sticking your units in trees next to their camps gives a big edge.
  • The AI seems confused about anchoring its ships and leaves them anchored in odd locations.
Game is pretty good.

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Lichtenstein
May 31, 2012

It'll make sense, eventually.

Magil Zeal posted:

After finishing a few games, I've made some observations:
  • Egypt is really good for rushing early wonders. The Builder bonus of using multiple workers to rush improvements is a very Civ IV thing, though it took me a while to figure out that I just had to leave the worker in the space to make it work.
  • Incidentally, it seems like you can use your "extra" worker to build a road and still have it count towards rushing the improvement. Unfortunately it also seems like the effort is wasted if the improvement takes an odd number of turns to build, since unlike in Civ, improvements only finish at the start of your turn rather than during your turn, unless I'm missing something here.
  • If you want to play a builder-focused game with very little war, stone is always in a short supply. Even with twice as many quarries as any other improvement I still spent every midgame turn buying stone, and still many turns towards the end.
  • Specialists are not included in the "citizen" count, apparently, which makes the "per citizen" bonuses appear quite weak to me, given how I almost always want to convert my citizens into specialists.
  • Keeping units on city sites to prevent the AI from claiming them is vital.
  • Using training to buy orders can be very helpful to get an extra thing or two done in a turn. Anyone can do this, and as long as you're not actively waging war or about to upgrade a bunch of units it seems a legit use.
  • Having a string of 3-4 rulers who all rule for around a decade or less after your first "The Great" ruler can really ruin your legitimacy and make it difficult to get things done. Not sure how to avoid this though, maybe Ultimogeniture.
  • Do not underestimate how much cover trees give against ranged units. It's a massive difference. Most tribes use a good deal of ranged units, so sticking your units in trees next to their camps gives a big edge.
  • The AI seems confused about anchoring its ships and leaves them anchored in odd locations.
Game is pretty good.

1. Note that in this game you call dibs on a wonder once you start the construction, nobody can swipe it from you no matter how long you tarry (in fact it's quite useful to leave Ishtar Gate under construction until the time is right). Egypt is still baller for early wonders, the starting stone bonus is essentially a first pick privilege.
2. Yeah, citizens in this game are a resource to be expended. You generally don't want them hanging (they could be specialists and generate some discontent for unemployment). The specialists scaling with them are more of a mid-late game thing when you either have all the cool buildings you'd rather spend production on or would rather take the combined trickle from your urban-specialists-that-you-wanted-anyway than some extra apples you already have a surplus of.
3. If developing peacefully for a long time, don't hesitate to do "inefficient" poo poo like paying full price to level up your units. It's still more useful than the scraps you get for going over the stockpile limit.

Megasabin
Sep 9, 2003

I get half!!
I just beat my second full game. First one on The Strong & second on the Noble. So about 40 hours played.

Thoughts
  • Peacetime victories seem impractical and slow. In my second game I only had 3 military cities and purposefully built most of my cities as culture/money/science generation vehicles. It takes about 110-115 turns to get a legendary city this way with the majority of time spent between Strong --> Legendary. You get a whopping 1 additional victory for all this extra time and effort. I still had to conquer the second strongest player to win and the game ended around turn 140. In my first game going military I won at around turn 110~. There is a major snowball effect-- once you start winning battles & taking over enemy cities you keep getting better monikers & more legitimacy and your amount of orders skyrockets. I think if you tried to go completely peaceful with no wars, you would have just let the game go to turn 200 and win by eeking out a marginal point victory.

  • Perhaps there is just something I don't understand about optimal city building as I do notice the second place AI in both my games was able to get legendary cities far faster than I could. I definitely was paying attention to adjacency bonuses for culture buildings in my second game and I had multiple wonders so I am not sure what I could be doing differently. Or maybe the AI just cheats.

  • Quarries are by far the most important rural upgrade. You need about double/triple the amount of quarries compared to mines/farms.

  • Finagling succession so you start with a very young leader each time seems worth it. Long lived leaders accrue a ton of bonuses and become incredibly strong. It's quite detrimental to go through a period of several short lived leaders. Also assassination is theoretically powerful because of this, although I think that would be more true in a multiplayer game, because I'm not really sure how much this actually affects the AI, who seem to lose their leaders all the time.

  • Events have been pretty tame for me. I like how they are integrated into the gameplay, but nothing insane has happened. I read some posts on Reddit where an illegitimate heir has killed the entire royal family & councilors.


Things I do not understand and would love clarification on
1) What are the exact rules behind a rural tile becoming eligible for hosting an urban building? Making two adjacent urban tiles seems to work 100% of the time, but there were definitely cases where I would have two tiles next to each other, each only adjacent to 1 other urban tile, and one tile would be able to host urban buildings and the other would not.
2) What control, if any, do you have over the amount of minor family characters available to be governors? I reached a point in my second game where I simply ran out of eligible governor candidates and I had no clue what to do about it.
3) What's the deal with religion in the game? I find it very hard to decipher. In my first game I founded Judaism so I just kept trying to keep everyone Jewish, which did net me a gigantic happiness bonus with my families (they were all +300 most of the game). But in the process of doing this I kept clicking "purge *other religion* with my disciples and I have no clue what that actually did. I would do it and then two turns later the same option would be back. It seems very order intensive and not worth it. Then in my second game I basically ignored religion and rejected any attempts at having it flourish in my Civilization, because I didn't want the different families to become different religions and all hate each other and me.

Magil Zeal
Nov 24, 2008

Lichtenstein posted:

1. Note that in this game you call dibs on a wonder once you start the construction, nobody can swipe it from you no matter how long you tarry (in fact it's quite useful to leave Ishtar Gate under construction until the time is right). Egypt is still baller for early wonders, the starting stone bonus is essentially a first pick privilege.
2. Yeah, citizens in this game are a resource to be expended. You generally don't want them hanging (they could be specialists and generate some discontent for unemployment). The specialists scaling with them are more of a mid-late game thing when you either have all the cool buildings you'd rather spend production on or would rather take the combined trickle from your urban-specialists-that-you-wanted-anyway than some extra apples you already have a surplus of.
3. If developing peacefully for a long time, don't hesitate to do "inefficient" poo poo like paying full price to level up your units. It's still more useful than the scraps you get for going over the stockpile limit.

I did notice the "wonder reservation" aspect of building, but it's still nice to have a wonder finish building in 6 turns instead of 12. Especially for something like the Great Ziggurat, which will make all future improvements cheaper (and you start earning those yields 6 turns earlier, that's essentially giving up a worker's labor for 20 civics/4 culture per turn, and conserving orders).

Spending training on expensive promotions is something that's all right, but it's also good to station your inactive military units on barracks/ranges to have them passively earn exp when you're not at war. That way you're not paying full price, at least.

I will say something that tripped me up at first was balancing spending civics on specialists/projects and letting it go to the global pool. I found out that if I spammed out specialists everywhere, I could never pass laws. Now I throw in some councils (useful if the city is 1 turn from growing a new citizen) and militia/garrison units.

Magil Zeal
Nov 24, 2008

Megasabin posted:

Peacetime victories seem impractical and slow. In my second game I only had 3 military cities and purposefully built most of my cities as culture/money/science generation vehicles. It takes about 110-115 turns to get a legendary city this way with the majority of time spent between Strong --> Legendary. You get a whopping 1 additional victory for all this extra time and effort. I still had to conquer the second strongest player to win and the game ended around turn 140. In my first game going military I won at around turn 110~. There is a major snowball effect-- once you start winning battles & taking over enemy cities you keep getting better monikers & more legitimacy and your amount of orders skyrockets. I think if you tried to go completely peaceful with no wars, you would have just let the game go to turn 200 and win by eeking out a marginal point victory.

May be a difficulty thing. If you can sprawl out to ~20 cities (on a large map with the default number of opponents), a points victory by turn 120-140 shouldn't be impossible. I played on "The Good", with no special bonuses or penalties for the AI but with their aggression turned up a notch (same for tribes), and I was able to expand to an empire of roughly that size by only conquering tribes in my four games, two of which one I won via ambitions, one via points, and one with a points/ambition victory on the same turn. I can't imagine going all the way to 200 turns. But if the AI starts with a bunch of extra cities and resources you might not have the space to expand peacefully or grab wonders.

Megasabin posted:

What's the deal with religion in the game? I find it very hard to decipher. In my first game I founded Judaism so I just kept trying to keep everyone Jewish, which did net me a gigantic happiness bonus with my families (they were all +300 most of the game). But in the process of doing this I kept clicking "purge *other religion* with my disciples and I have no clue what that actually did. I would do it and then two turns later the same option would be back. It seems very order intensive and not worth it. Then in my second game I basically ignored religion and rejected any attempts at having it flourish in my Civilization, because I didn't want the different families to become different religions and all hate each other and me.

Well, monasteries and temples are pretty great improvements with the right laws and theologies. Friendly families gives +10% unit bonuses, and religions can reduce discontent in cities. I personally never bothered purging other religions, just spreading it and building temples and monasteries. Monks are great specialists, and monasteries are urban tiles that can be build anywhere, and can be used with hamlets/shrines/ruins to leapfrog your urban sprawl.

Certain wonders require a holy city to build, so I think it's always at least establishing your pagan religion for that (pagan holy cities do work).

Magil Zeal fucked around with this message at 16:27 on May 31, 2022

LLSix
Jan 20, 2010

The real power behind countless overlords

Megasabin posted:

Things I do not understand and would love clarification on
1) What are the exact rules behind a rural tile becoming eligible for hosting an urban building? Making two adjacent urban tiles seems to work 100% of the time, but there were definitely cases where I would have two tiles next to each other, each only adjacent to 1 other urban tile, and one tile would be able to host urban buildings and the other would not.
Some "urban" buildings like hamlets and shrines don't follow the usual adjacency requirements to build them. However, they do count as urban for allowing other buildings to be built. So you can build suburbs if you want to. This seems to be optimal in many cases since you want your culture buildings to be adjacent to as many hamlets as possible. Hamlets don't look like urban tiles, but they are. If you didn't happen to have one of these stealth urban buildings, I'm not sure what was going on. It kind of seems like some of the defensive buildings (garrison, etc) don't always need two adjacent urban tiles, but I haven't found that written anywhere.

One thing I only just realized is that you need to build an Odeon before it will let you build a Theater. Theater's reduce discontent.

Megasabin
Sep 9, 2003

I get half!!

Magil Zeal posted:

May be a difficulty thing. If you can sprawl out to ~20 cities (on a large map with the default number of opponents), a points victory by turn 120-140 shouldn't be impossible. I played on "The Good", with no special bonuses or penalties for the AI but with their aggression turned up a notch (same for tribes), and I was able to expand to an empire of roughly that size by only conquering tribes in my four games, two of which one I won via ambitions, one via points, and one with a points/ambition victory on the same turn. I can't imagine going all the way to 200 turns. But if the AI starts with a bunch of extra cities and resources you might not have the space to expand peacefully or grab wonders.

Well, monasteries and temples are pretty great improvements with the right laws and theologies. Friendly families gives +10% unit bonuses, and religions can reduce discontent in cities. I personally never bothered purging other religions, just spreading it and building temples and monasteries. Monks are great specialists, and monasteries are urban tiles that can be build anywhere, and can be used with hamlets/shrines/ruins to leapfrog your urban sprawl.

Certain wonders require a holy city to build, so I think it's always at least establishing your pagan religion for that (pagan holy cities do work).

I've been playing on medium sized maps with 5 civs and at least on the Strong it was quite a cut-throat fight for barbarian/minor AI city spots. I think they were almost all gone by turn 25-30. Doing well in this stage of the game would probably mean grabbing 8-9 city spots at most. I can't imagine getting 20 cities on a medium sized map without significant warfare.

pedro0930
Oct 15, 2012
Playing on the Good (standard difficulty), I was able to win without fighting within 110 turns with 6 cities. I still have a big military mind you, as I was planning on going to war, but by the time my army was ready, I noticed I am only 3 points short of points victory and I had a wonder finishing up as well as 4 cities that'll become legendary soon.

Anyways, I think I understood the game a bit more now, but I still don't know if I like it. Giving AI such head start just means going to war is not really possible early on when they outnumber you and out tech you with chariots and spearmen and archer while you only have warrior. Terrain defensive bonus is too weak and the lack of regular counter attack damage means you simply will not be able to win without at least somewhat a parity of units (or I guess until you get siege weapon). I also dislike unit upgrade being random. You often can't get the stacking high level upgrade, nor specialize against terrain or enemy type since the you might not get the upgrade you want, and now you have a whole bunch of units with a clusterfuck of upgrades. A huge pain in the rear end to have to click on every archer so you can see which one has highlander and which one has ranger.

Wars and their result also seem too swingy. You either win and take everything, or you lose, and that's that.

pedro0930 fucked around with this message at 21:55 on May 31, 2022

Magil Zeal
Nov 24, 2008

Unit upgrades being random is definitely something I think would bother me if I went for a more war-focused playthrough, as I had some pretty bad rolls in my last game (where I thankfully managed to avoid wars). My archers/ranged cavalry never seemed to roll eagle eye and only a smattering seemed to even get highlander.

cranky corvid
Sep 30, 2021

Megasabin posted:

1) What are the exact rules behind a rural tile becoming eligible for hosting an urban building? Making two adjacent urban tiles seems to work 100% of the time, but there were definitely cases where I would have two tiles next to each other, each only adjacent to 1 other urban tile, and one tile would be able to host urban buildings and the other would not.
Tiles next to water need only 1 adjacent urban tile in order to be eligible for urban buildings.

Gobblecoque
Sep 6, 2011

Megasabin posted:

Peacetime victories seem impractical and slow. In my second game I only had 3 military cities and purposefully built most of my cities as culture/money/science generation vehicles. It takes about 110-115 turns to get a legendary city this way with the majority of time spent between Strong --> Legendary. You get a whopping 1 additional victory for all this extra time and effort. I still had to conquer the second strongest player to win and the game ended around turn 140. In my first game going military I won at around turn 110~. There is a major snowball effect-- once you start winning battles & taking over enemy cities you keep getting better monikers & more legitimacy and your amount of orders skyrockets. I think if you tried to go completely peaceful with no wars, you would have just let the game go to turn 200 and win by eeking out a marginal point victory.


Are you turning off ambitions or something? That's really what you want to focus on in a peaceful game.

Megazver
Jan 13, 2006
On normal difficulty I usually win a Double victory by turn 60-100 just by grabbing as many sites as I can without fighting players and trying to grab all the wonders.

LLSix
Jan 20, 2010

The real power behind countless overlords

I made the mistake of taking the 5 elder specialist ambition. I thought that military specialists counted. They do not. Is it just religious specialists?

Megazver
Jan 13, 2006

alcaras posted:

Wrote up a giant list of tips and tricks and things I've learned: https://www.reddit.com/r/OldWorldGame/comments/uv2i20/old_world_tips_and_advice/

This is very good.

alcaras
Oct 3, 2013

noli timere

Megasabin posted:

Peacetime victories seem impractical and slow. In my second game I only had 3 military cities and purposefully built most of my cities as culture/money/science generation vehicles. It takes about 110-115 turns to get a legendary city this way with the majority of time spent between Strong --> Legendary. You get a whopping 1 additional victory for all this extra time and effort. I still had to conquer the second strongest player to win and the game ended around turn 140. In my first game going military I won at around turn 110~. There is a major snowball effect-- once you start winning battles & taking over enemy cities you keep getting better monikers & more legitimacy and your amount of orders skyrockets. I think if you tried to go completely peaceful with no wars, you would have just let the game go to turn 200 and win by eeking out a marginal point victory.

Ambition victory is the peacetime option. Points victory is the catch-all if the other victories don't happen :)

Megasabin posted:

Things I do not understand and would love clarification on
1) What are the exact rules behind a rural tile becoming eligible for hosting an urban building? Making two adjacent urban tiles seems to work 100% of the time, but there were definitely cases where I would have two tiles next to each other, each only adjacent to 1 other urban tile, and one tile would be able to host urban buildings and the other would not.

Shrines and Hamlets are special in that they can built anywhere. For example, if you build two hamlets next to each other, you can then build an Odeon and a Theatre next to them (forming a diamond). Since you can build Hamlets anywhere, you can do this anywhere.

Wonders are also special and have their own requirements, as do religious buildings.

For most other buildings you can build on:
- An urban tile anywhere
OR
- A rural tile with two urban tiles adjacent
OR
- A rural tile adjacent to the city center
OR
- A rural tile on a coast adjacent to a single urban tile that is on the same coast

Megasabin posted:

2) What control, if any, do you have over the amount of minor family characters available to be governors? I reached a point in my second game where I simply ran out of eligible governor candidates and I had no clue what to do about it.

Not much, sadly. It isn't intended you have enough governors for every single city, especially once your empire gets really pick. The game wants you to prioritize your most important cities and also wants to spare you from having to manage too many characters.

Megasabin posted:

3) What's the deal with religion in the game? I find it very hard to decipher. In my first game I founded Judaism so I just kept trying to keep everyone Jewish, which did net me a gigantic happiness bonus with my families (they were all +300 most of the game). But in the process of doing this I kept clicking "purge *other religion* with my disciples and I have no clue what that actually did. I would do it and then two turns later the same option would be back. It seems very order intensive and not worth it. Then in my second game I basically ignored religion and rejected any attempts at having it flourish in my Civilization, because I didn't want the different families to become different religions and all hate each other and me.

Purging religion (which requires the Orthodoxy law) is generally not worth the effort. Multiple religions in cities can be beneficial (Tolerance law in particular).

In general religion is a nice to have. The big aspect of religion is Monotheism, which gets you an order per city following your state religion. This is kind of huge. World religions also have monasteries, temples, and cathedrals which are nice but require effort to build, whereas getting a religion early and having it naturally spread to all your cities and then making it your State Religion and adopting Monotheism is a very nice order boost.

You can balance a pagan religion and a world religion, but generally I wouldn't go out of my way to get more religions unless you're doing something gimmicky.

LLSix posted:

I made the mistake of taking the 5 elder specialist ambition. I thought that military specialists counted. They do not. Is it just religious specialists?

Any specialist (including Officers) work, but specialists have three tiers: Apprentice -> Master -> Elder. The ambition requires you to get to the last tier. It's a significant effort and not really worth without the ambition unless you have a lot of money and a Judge governor in that city (so you can just hurry production with Gold instead of hard building the Specialists).

alcaras fucked around with this message at 03:56 on Jun 1, 2022

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.
Is it possible to switch "families" in cities?

Just a thought experiment: Assume I'd have built a traders city. And then assume I'd be dumb and blind and would take 20+ turns to notice the three ore fields in the city's proximity.

Is there any chance to give the city to my military family?

pedro0930
Oct 15, 2012
I suppose you can gift the city to a different nation then take it back in a war, that might allow family switch.

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.
Starting a war for that sweet sweet +2🛡️ per turn.

alcaras
Oct 3, 2013

noli timere

Anno posted:

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.

Months behind, but I finally started a video series to do this. I looked at 5 starting scenarios for Assyria and talked through my thinking for each one. I'll aim to do the other civs as well!

https://www.youtube.com/watch?v=x7Hw_9zKM5g

Let me know if there's something I should focus on more -- I tried to keep this pretty brisk but have been playing the game so long I forget what's new / confusing to new players.

Ihmemies
Oct 6, 2012

Man, steam suggested this game to me. I was like eh, who cares about yet another civ clone? Well then I read this excerpt from a user review:

quote:

Which gets me to this game's Achilles heel: its AI. Now, don't get me wrong, the AI is great: smart, challenging, unpredictable. But this AI belongs in something like Old World VI, when your average Old World fan is about as experienced and familiar with the game as the average dev. In this title however, this basically pits folks taking Chess 101 against Deep Blue. This is Dark Souls I pitting you against Margit, the Fell Omen, as soon as exit the starting room.

Now I'm sold.

Edit: wait this is a year old game already? Nevermind I'll maybe buy it from a firesale one dat

Ihmemies fucked around with this message at 08:36 on Jun 5, 2022

Megazver
Jan 13, 2006
It just released on Steam and it didn't really have any big discounts before.

It's gonna be a while before it goes on deep sale.

Anno
May 10, 2017

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

alcaras posted:

Months behind, but I finally started a video series to do this. I looked at 5 starting scenarios for Assyria and talked through my thinking for each one. I'll aim to do the other civs as well!

https://www.youtube.com/watch?v=x7Hw_9zKM5g

Let me know if there's something I should focus on more -- I tried to keep this pretty brisk but have been playing the game so long I forget what's new / confusing to new players.

Awesome! Will watch.

Hizawk
Jun 18, 2004

High on the Lions.

This game is absolutely incredible.

alcaras
Oct 3, 2013

noli timere

Anno posted:

Awesome! Will watch.

Series complete!

Assyria: https://www.youtube.com/watch?v=x7Hw_9zKM5g
Babylon: https://www.youtube.com/watch?v=_EsH6H7MPgo
Carthage: https://www.youtube.com/watch?v=pYzTB5wYmoY
Egypt: https://www.youtube.com/watch?v=isfi9ba4DLk
Greece: https://www.youtube.com/watch?v=lBop6mysdL0
Hatti: https://www.youtube.com/watch?v=DNgZ0acjL_0
Persia: https://www.youtube.com/watch?v=-qTisnscut8
Rome: https://www.youtube.com/watch?v=-DpcBedbfaU
Pick Later: https://www.youtube.com/watch?v=h8srkZKr6_E

Hryme
Nov 4, 2009
Nice stuff Alcaras. I am not really able to form a coherent plan when playing this game as it is so many moving parts so tips are always welcome.

Filthyrobot and Soren Johnson (lead designer of Old World and Civ IV) had a chat about Old World it seems.

https://www.youtube.com/watch?v=lhFjdePH-9k

Hryme fucked around with this message at 16:02 on Jun 9, 2022

Corbeau
Sep 13, 2010

Jack of All Trades
I feel like a good tutorial video would be handling discontent.

LLSix
Jan 20, 2010

The real power behind countless overlords

Corbeau posted:

I feel like a good tutorial video would be handling discontent.

The advice I got was "don't." That works out surprisingly well.

Alternatively, build an odeon so you can build a theater and later the other discontent reducing building. Between them, they drop discontent by about half.

LLSix fucked around with this message at 02:01 on Jun 11, 2022

Corbeau
Sep 13, 2010

Jack of All Trades

LLSix posted:

The advice I got was "don't."

That's been my feeling, but it's utterly unintuitive.

Magil Zeal
Nov 24, 2008

LLSix posted:

The advice I got was "don't." That works out surprisingly well.

Alternatively, build an odeon so you can build a theater and later the other discontent reducing building. Between them, the drop discontent by about half.

Making a "spoke" of hamlets with a theater/amphitheater wedged in between them works nicely. It usually doesn't come up until later though.

Magil Zeal fucked around with this message at 17:04 on Jun 10, 2022

FnF
Apr 10, 2008
Hello thread, could you indulge a newbie with some questions?

1) Is there a better way to see how much yield a mine, quarry, barracks, etc. would grant for a tile? The only way I've found is to select a worker, click on the Show All Improvements button and hover over each item in the large list. This feels very clunky :-( There aren't any hotkeys for this kind of overlay, even if it's just for basic rural improvements?
2) Is there a way to actively gain more courtiers, or do I just have to passively wait for events to happen?
3) Is there a max number of courtiers that you can have at any one time? Does that include Generals?
4) I feel like I should be interacting with the Families & other characters a lot more. Does influencing them generate good events, or is it just to keep them from being unhappy and causing bad events?
5) If a Leader or other courtier is a General on a unit out in the field, do they still provide their stat bonuses, e.g. Wisdom increasing science?
6) Is there any penalty to having more cities?

alcaras
Oct 3, 2013

noli timere
1. Hold down ALT while hovering over a tile in your territory. It'll show you yields for all eligible improvements:


2. There are some in the tech tree ("free" courtiers that require research). Otherwise events. Festivals can sometimes grant them but not sure the %.

3. Usually I haven't see more than 4, but there isn't a max. Courtiers are "special" in that they're part of your court and can serve as governors or generals, irrespective of archetype. Any character of the appropriate archetype and family can be a general, not just courtiers.

4. There are benefits to family opinion -- happier families have their units gain additional strength and have lower maintenance costs for their cities.

Furious (-200 and below): -20% STR, unsure of Maint offhand
Angry (-199 to -100): -10% STR, unsure of Maint
Upset (-99 to -1): -5% STR, unsure of Maint
Cautious (0 to 99): None
Pleased (100 to 199): 5% STR, -10% Maint
Friendly (200 and above): +10% STR, -20% Maint (also +2 orders per city! with an Orator leader)

Upset, Angry, and Furious families also have a chance to spawn rebels.

Furious families prevent hurrying production from their cities.

5. Yes.

6. Indirectly via Discontent. Each level of discontent (i.e. each time the discontent bar fills up) causes -20 opinion with the family that city belongs to.

alcaras
Oct 3, 2013

noli timere
Lots of significant changes in this week's test patch:
https://gist.github.com/MohawkGames/09b854c59e192f6f5df660d566c25e75

Made a video going over them: https://www.youtube.com/watch?v=yhHOE41QNMU

alcaras fucked around with this message at 05:27 on Jun 11, 2022

Archduke Frantz Fanon
Sep 7, 2004

I wonder if "buy tiles between cities" means that you can buy a tile in one city to another city? That would be nice for fixing funnily shaped territories.

Corbeau
Sep 13, 2010

Jack of All Trades

Archduke Frantz Fanon posted:

I wonder if "buy tiles between cities" means that you can buy a tile in one city to another city? That would be nice for fixing funnily shaped territories.

That's definitely how I read it. It's not clear just from the text though.

Archduke Frantz Fanon
Sep 7, 2004

Corbeau posted:

That's definitely how I read it. It's not clear just from the text though.

Were all simultaneiously right and wrong!!



So you still need landowners/colonies BUT now you can also trade tiles between cities.

alcaras
Oct 3, 2013

noli timere
Oh! That's nice for when the wrong city grabs a tile. Thank you for sharing! I wonder if it will grab related tiles or if you have to go one tile at a time (pretty negative family opinion impact).

alcaras fucked around with this message at 16:24 on Jun 11, 2022

Pooned
Dec 28, 2005

Eye contact counters everything
Playing this with a friend in MP, and it seems a lot of the campaigns when characters are on, bugs/disconnects out and starts to basically break down after turn 80. Anyone else experienced this?

Other than that the game is loving awesome.

FnF
Apr 10, 2008

alcaras posted:

1. Hold down ALT while hovering over a tile in your territory. It'll show you yields for all eligible improvements:


:doh: How did I miss that?

Thank you kindly for all the info! :tipshat:

Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.
is there a guide somewhere to how to shape your heir? i am finding some articles about archetypes but i don't quite understand how to link that to how i want my heir to turn out

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alcaras
Oct 3, 2013

noli timere
Made what I thought was going to be a quick video about Unique Units that somehow clocked in at 50 minutes... >.>

Hopefully folks will find it exhaustive but not exhausting ;) I tried to cover the very basics in the beginning (how the heck do you build UUs) and eventually work up to more advanced considerations.

https://www.youtube.com/watch?v=MBBdi3uzPB8

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