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Lowen
Mar 16, 2007

Adorable.

Game is good but really buggy right now.

I tried two games and both have ended when the game got stuck on AI turns, 80 turns and 30 turns in respectively.

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Scrree
Jan 16, 2008

the history of all dead generations,
How does the game run for everybody else? For me it starts fine, but almost begins to stutter after 20-25 turns. At first I thought it was my PC only has 8gb of RAM (the game eats all of that almost immediately) but according to the specifications page 8gb falls within the 'recommended' range.

Groovelord Neato
Dec 6, 2014


I'm glad this is an Epic exclusive because it'll ensure I won't be tempted to buy it until the finished version is out.

Alamoduh
Sep 12, 2011

Scrree posted:

How does the game run for everybody else? For me it starts fine, but almost begins to stutter after 20-25 turns. At first I thought it was my PC only has 8gb of RAM (the game eats all of that almost immediately) but according to the specifications page 8gb falls within the 'recommended' range.

Same, with 16gb RAM. I turned off motion blur, didn’t help.

I’ve been playing Egypt, the extra food on river farms is good for growth. I still don’t know what, if anything, population actually does, because everything seems to take the population-growing resource so my cities never seem to grow. Meanwhile the AI doesn’t do that and has 10 pop cities.

I think I like the compressed time scale and scope compared to the civ games. I never seems to have enough hammers, though (gavels? Whatever the resource is to pick laws)

The random tech cards make things interesting, though you can get pretty boned by not having good picks.

Also there need to be some separation of the repeatable city projects and the projects that actually build a thing in the city. I didn’t build any of them at first because I thought they were all just the repeatable kind., but some of them are super important- like the only real way to gain science and gavels(?) early game.

Archduke Frantz Fanon
Sep 7, 2004

yeah projects are a good way to bang out gavels and growth. growth lets you build specialist who give you more stuff and spreads your borders.

Im enjoying colonization as Carthage so i am just swimming in money so my cities all have tendrils out to remote resources. Not gonna let greece steal elephants again.

My current ruler is 65, has 200 legitimacy, has had 5 husbands, and no heir. Guess ill find out soon what happens if you die heirless!

The Human Crouton
Sep 20, 2002

Alamoduh posted:

I’ve been playing Egypt, the extra food on river farms is good for growth. I still don’t know what, if anything, population actually does, because everything seems to take the population-growing resource so my cities never seem to grow. Meanwhile the AI doesn’t do that and has 10 pop cities.

Population does nothing by itself. It's just an indicator of how many free citizens you have available to turn into specialists. Open the city screen and look at a farm you've already built; there should be a plus sign over it. Click on that, and one of your free citizens will start training to become a farmer.

The Human Crouton fucked around with this message at 05:26 on May 7, 2020

Alamoduh
Sep 12, 2011

The Human Crouton posted:

Population does nothing by itself. It's just an indicator of how many free citizens you have available to turn into specialists. Open the city screen and look at a farm you've already built; there should be a plus sign over it. Click on that, and one of your free citizens will start training to become a farmer.

It also looks like population can “work tiles” like in civ. At least, it looked like that when I hovered over a farm with a farmer specialist that I had built and it had a modifier for the specialist and a separate population worker modifier.

barkbell
Apr 14, 2006

woof
civ 4 is the best civ

Groovelord Neato
Dec 6, 2014


That is correct.

Super Jay Mann
Nov 6, 2008

The Human Crouton posted:

Population does nothing by itself. It's just an indicator of how many free citizens you have available to turn into specialists. Open the city screen and look at a farm you've already built; there should be a plus sign over it. Click on that, and one of your free citizens will start training to become a farmer.

Citizens do have a use, though it's not obvious at first. Every ten citizens in your empire grants an extra Order which is minor but nice, but more importantly Elder Specialists (the third tier urban specialists) all provide additional yields based on the number of citizens in a city.

ate shit on live tv
Feb 15, 2004

by Azathoth

barkbell posted:

civ 4 is the best civ

Wisdom. looking forward to this game though.

tips
Feb 16, 2011

Scrree posted:

How does the game run for everybody else? For me it starts fine, but almost begins to stutter after 20-25 turns. At first I thought it was my PC only has 8gb of RAM (the game eats all of that almost immediately) but according to the specifications page 8gb falls within the 'recommended' range.
This game has had a memory leak for a while now, when the game starts barfing red text all over the screen or the AI takes forever on its turns it's time to restart. Setting all the graphic settings to medium or low helps but you'll still have to restart every hour or so.

SlyFrog
May 16, 2007

What? One name? Who are you, Seal?
What time frame does the game cover, both in its current state, and its intended final state?

I was originally thinking that it would be a Civ-like in that it would go through the modern (or near future) era, but then I realized it is actually titled "Old World," and I have no actual reason to believe it is ancient through modern so I thought I would ask.

EDIT: Never mind, I am stupid and just now read the OP.

Lowen
Mar 16, 2007

Adorable.

Finally figured out how to switch to the test branch and managed to complete (ambition victory) a game without it getting stuck. Trip report:

Game is cool and good.

I played on a weird map script that divides the map into 3 continents - I played as Babylon and shared a continent with Rome, making friends with them (hence the ambition victory). I managed to crush the last two urban sites held by the last two tribes, so that I shared an equal number of cities with Rome.

There were 2 players on the southern continent and 1 on the eastern - they didn't really play into the game because it seems like the AI doesn't build or use navies. I couldn't figure out how to transport my units either. They still declared war on me sometimes and shot at my navy units with archers.

After I won I declared war on Rome and started murdering them.
AI can play the tactics game OK, but I was still killing units at a 4:1 ratio or better and taking cities. Good enough for now but I really hope they improve it for release.

---

Current balance problems (I totally expect the devs are on these, it's really early after all):
The civic resource (gavels) are in a really bad place because you're incentivized to specialize cities in one of the 3 build resources (growth, training, civics), but civics break this by being required for festivals, which all cities need to reduce discontent, and for training any specialists, which you'll need for pushing borders and improving the yields of all resources, including growth, training and civics.

For a quick fix I think each of the 3 build resources should have a discontent reduction method attached to them, and specialists should require different build resources depending on what they are - for example officer specialists could use training rather than civics and farmer specialists could use growth. At the very least the discontent system needs a serious look at, it's the worst part of the current game by far.

Another big balance problem is law maintenance. It's so expensive it feels like all laws after the first 3 (free no maintenance) are traps (except maybe colonization) - once you pass one of them you can't unpass them, only switch them for the other - and you pay the maintenance cost weather or not you're benefiting from the effects of the law. I'd rather not be taxed every turn on my training and civics, I need that for building units and civic projects, thank you very much. It doesn't help that most laws offer only active benefits while having passive maintenance - E.G. you pass the colonization law and benefit from it as long as you're doing colonization, but there's no passive benefit to go along with the passive every turn civic cost.

---

The cool and good stuff:
Planning your cities carefully.

All rural buildings (farms, mines, lumbermills, etc) get bonuses for adjacency to each of the same type. Farms also get granaries early on for ring based placement, while later on you get windmills (build on hills, bonuses to farms and lumbermills) and watermills (build on river, bonuses to mines and quarries). You get granaries early enough to matter but the other two happen too late in the game to really decide anything.

Lategame the most needed and expensive resources tend to be: wood, food, iron, stone. From most to least precious. So save up those forests and build lumbermills unless you really, really need that tile for something else. Scrub forests on the other hand are just a renewable way to trade an order for 10 wood. Alternatively you can spend two orders in a row to completely clear them and then another order to build something else on them.

Most urban buildings need two adjacent urban tiles to build, so plan your cities so that they can expand their urban area. If you find yourself stuck, cottages, aqueducts and wonders are all urban tiles you can build in non urban adjacent areas. But try not to get stuck, you only get a total of 4 cottage builds as a city goes to legendary culture and they're more useful for expanding territory. Aqueducts you can plan around but placing wonders are subject to being beaten by other players and difficult requirements (wonders have complicated placement requirements - each wonder has required city culture level, some have tile requirements, and some can only be placed in holy cities).

Every worker costs more growth than the last, even if your workers get killed. This last part is probably an oversight.

You can expand the claimed area of any city indefinitely into unclaimed area by building cottages, harbors, training specialists on border tiles, or colonizing tiles (if you pick that law). If you expand into a tile next to any unclaimed natural resource, you also claim the tile with that resource. I believe this effect chains and the same rules apply while settling a city.

Unit balance seems to heavily favor the heavy infantry line - axemen, swords, etc - because the AI really likes building spearmen and the arc attack is really powerful against massed units. That said you can work with whatever, and early on you'll just need to use what you have the resources and tech for.
Siege units are bugged ATM and need to unlimber after every attack which makes them unusable. Don't bother with them until this is fixed.
Probably best not to bother with naval units right now either. They might be OK for pillaging but I can't figure out how to use them for transport and they're vulnerable to ranged attacks while not getting ranged attacks on their own. They can't do anything against coastal land tiles either, it's not like Civ6 where you can melee attack a coastal city or pillage adjacent land improvements.

Stuff I want to play around some more with:
Special leader abilities - I've only used a few of them like commander, hero, diplomat and zeolot. You really can't count on your first born selected heir surviving or getting the right archetype (there are random events that can kill them or change their archtype), so if you want a given ability then you'll probably need to use the designate heir function. It's cheap enough to use but those passed over can and will try to kill you for the throne, it's just a mater of time. I haven't tried using assassination or imprisonment against this yet, I just dealt with having my reign cut short.

Archduke Frantz Fanon
Sep 7, 2004

You transport by anchoring your ships which allow your units to cross a hex about 6 tiles wide the next turn. if you need to cross further spans, you chain the areas together. After the ship is anchored, the radius is highlighted in white. To actually move the units, you target the spot across the sea you want to land at. Transport is a 0 cost move.

There is no indication this is what you do aside from a cryptic tool tip on the drop anchor action saying that you need to do it to transport. I have a feeling naval stuff hasn’t gotten any dev love yet.

Lowen
Mar 16, 2007

Adorable.

Archduke Frantz Fanon posted:

You transport by anchoring your ships which allow your units to cross a hex about 6 tiles wide the next turn. if you need to cross further spans, you chain the areas together. After the ship is anchored, the radius is highlighted in white. To actually move the units, you target the spot across the sea you want to land at. Transport is a 0 cost move.

There is no indication this is what you do aside from a cryptic tool tip on the drop anchor action saying that you need to do it to transport. I have a feeling naval stuff hasn’t gotten any dev love yet.

Ah cool that's way better than my next guess which is that I would need a line of ships all anchored. The zero cost part might actually useful for purely logistic reasons, like moving an army or workers along a coastline.

ate shit on live tv
Feb 15, 2004

by Azathoth

Archduke Frantz Fanon posted:

You transport by anchoring your ships which allow your units to cross a hex about 6 tiles wide the next turn. if you need to cross further spans, you chain the areas together. After the ship is anchored, the radius is highlighted in white. To actually move the units, you target the spot across the sea you want to land at. Transport is a 0 cost move.

There is no indication this is what you do aside from a cryptic tool tip on the drop anchor action saying that you need to do it to transport. I have a feeling naval stuff hasn’t gotten any dev love yet.

That sounds elegant. Can multiple unit use a transport ship a turn? Making it a zero cost move is a great idea too.

Archduke Frantz Fanon
Sep 7, 2004

ate poo poo on live tv posted:

That sounds elegant. Can multiple unit use a transport ship a turn? Making it a zero cost move is a great idea too.

Yeah. once you have em setup you can move any number across.

Also turns out having no heir is a game over. Sucks that I had no way to do anything about it. My ruler went through 6 husbands an nothing. The entire generation before her all died as children. Ah well. maybe its motivation to try a harder difficulty.

Maybe I shouldn’t have selected the option that cursed Dido

Danny LaFever
Dec 29, 2008


Grimey Drawer
Pretty fun game. The later game models have no textures which make your cities look like rear end. I think the Hanging Gardens is the only modeled world wonder.

I like the orders system and I don't mind the defined areas to place the city.

I played a game with Egypt and then Assyria and noticed Rome was stomping all over the map. So, I played Rome for two games and did the stomping.

Game just sort of ends and goes back to the main menu. A little jarring. I won a game and wasn't entirely sure how I did it. (Built a city and then won)

pedro0930
Oct 15, 2012
Right now you win by either completing 10 ambitions or gaining 29 points. You score 1 point for each wonder, each owned city, and each city that reaches legendary culture.

mr_stibbons
Aug 18, 2019
After some tries, war feels very frustrating. Every unit in this game is so fast that I'm constantly getting jumped by three-four units from outside my vision range. Unless you're supposed to carpet the map in units, which seems a little difficult, there's nothing to stop the enemy from going where it wants to go. That makes it really hard to keep any unit alive. The lack of animations don't help the feeling of arbitrary ambushes that you can do nothing to prevent. Maybe fatigue reductions across the board, or a much higher vision range on everything.

Orders also felt like not much of a limit. Maybe I wasn't building enough troops, but it felt quite hard to get a cities training income high enough to churn out units quickly. Are you supposed to spam barracks?

Edit: Also ended up losing a game to not producing any heirs in three successive marriages. Is there some way to be able to adopt people, to avoid losing to the RNG?

mr_stibbons fucked around with this message at 17:51 on May 10, 2020

ate shit on live tv
Feb 15, 2004

by Azathoth
I took the plunge and bought it in early access. It's a bit rough, but I'm enjoying it so far. Orders are ok when combined with the distance units can move and 1upt plus the undo button is a life saver. I'm not sure exactly how city development works, should I just be putting down as many improvements as possible?

I'm also not sure what the cost of specialists is or how to create them faster. I've figured out food = citizens, but beyond that I'm not sure of their value. As an aside, I don't think citizen specialist should share the building queue with city projects and units, especially with the 4 levels of some specialists and them taking a significant amount of time to build on their own.

Court management is another thing I'm not sure about. City Governors makes sense, and Generals make sense, but if your leader isn't a city governor or a general, do they contribute anything? Like say if they are equestrian does that not apply unless they are a governor of a specific city? Also what do the other positions do within the court?

Lowen
Mar 16, 2007

Adorable.

I've already played this super rough early access game for 47 hours :-/

mr_stibbons posted:

After some tries, war feels very frustrating. Every unit in this game is so fast that I'm constantly getting jumped by three-four units from outside my vision range. Unless you're supposed to carpet the map in units, which seems a little difficult, there's nothing to stop the enemy from going where it wants to go. That makes it really hard to keep any unit alive. The lack of animations don't help the feeling of arbitrary ambushes that you can do nothing to prevent. Maybe fatigue reductions across the board, or a much higher vision range on everything.

Orders also felt like not much of a limit. Maybe I wasn't building enough troops, but it felt quite hard to get a cities training income high enough to churn out units quickly. Are you supposed to spam barracks?

Edit: Also ended up losing a game to not producing any heirs in three successive marriages. Is there some way to be able to adopt people, to avoid losing to the RNG?

Yeah due to the way fighting works you're going to lose units, period. Even if you're winning the war. Even if you can see all the enemy units and kill a bunch of them, you can expect to take losses the following turn.
I don't know if anything needs to be done about it.
I think maybe playing certain other games with brain dead AI are poisoning expectations here :-/

As for training income - you can't spam barracks. There's a max of two per city, plus two ranges. You absolutely want to max that out though. Specialists in the above buildings + mine specialists also give you more training.

But yes, build more troops. The bigger the war you're in the more losses you can expect to take and the more cities should be devoted to building new units to replace losses. You can always rush production of anything except settlers for a cost of civics and discontent. Under some special circumstances you can use other resources to rush builds. Also, growth can be used to build militia/conscripts. They're super lovely units, but they cost no resources up front and you typically have much higher growth income than training. I don't recommend them, but if you have a high growth, low training city on the front lines and no civics banked for rushing builds - then cranking out one or more militia as a meat shield might be a good idea.

As for vision range, scouts are cheap, build with growth, and have extra vision. They can't be seen if they're in trees, unless in hostile territory.

I don't think the mechanic where you lose the game if you have no heirs is any good - I've yet to have it happen but it just seems like an RNG trap for the early game. It made sense in CK2 but that game had additional mechanics on what counted as an heir for continuing the game. In OW right now it's just anyone in the royal family. Maybe eventually they'll flesh things out with assassinations, plotting, etc.

ate poo poo on live tv posted:

I took the plunge and bought it in early access. It's a bit rough, but I'm enjoying it so far. Orders are ok when combined with the distance units can move and 1upt plus the undo button is a life saver. I'm not sure exactly how city development works, should I just be putting down as many improvements as possible?

I'm also not sure what the cost of specialists is or how to create them faster. I've figured out food = citizens, but beyond that I'm not sure of their value. As an aside, I don't think citizen specialist should share the building queue with city projects and units, especially with the 4 levels of some specialists and them taking a significant amount of time to build on their own.

Court management is another thing I'm not sure about. City Governors makes sense, and Generals make sense, but if your leader isn't a city governor or a general, do they contribute anything? Like say if they are equestrian does that not apply unless they are a governor of a specific city? Also what do the other positions do within the court?

Yeah put down as many improvements as you can as quickly as possible. This isn't like civ where you need someone to work your improvements. If you build it you benefit from it.
Beware of building over woods though, it costs an order to cut trees, another two orders to clear the forest and yet another order to build the thing. That's 4 orders not counting the cost of moving into the tile.
Also, you'll probably want to put a lumber mill on the trees eventually. Unless you really need that spot for something else.

Scrublands are different though. Chopping them is free and clearing them is only a single order. You can never put lumbermills on them.

Food doesn't equal citizens. There's food and growth, two different things. Food always gets banked like wood, iron, and stone but growth is either used to build settlers/workers/etc or if you aren't building one of those things then it contributes to creating the next free citizen for that city. You can build a farm anywhere and get some food but growth is harder to come by. Like if you build a farm/camp/fishing nets on a special resource you can get some growth along with food. Also your capital gets extra growth from luxury resources and just general.

I agree there are way too many things that need civics (the bottom build queue) to build.

You should appoint your leader either as a governor or general, there's no reason not to unless they have terrible stats. The traits you get will tell you what they do on mouse over - equestrian only applies to governors.
The stats of your ruler, consort, heir and council members give you global resources (eg they go directly into your empire store) depending on the stats and their position in the council. Check the in game encyclopedia for details.

pedro0930
Oct 15, 2012
Civic is literally hammer/production that you can bank to pass law and a couple other things. Not sure how having huge forum in city help with mobilizing the populace but that's currently how it works.

FractalSandwich
Apr 25, 2010

Lowen posted:

Yeah due to the way fighting works you're going to lose units, period. Even if you're winning the war. Even if you can see all the enemy units and kill a bunch of them, you can expect to take losses the following turn.
I don't know if anything needs to be done about it.
I think maybe playing certain other games with brain dead AI are poisoning expectations here :-/
There's nothing smart or interesting about ordering four units your opponent couldn't possibly have known about to suddenly appear out of the fog of war and kill one of theirs from full heath before they have have a chance to interact with them. As if intelligence is even the goal. Do you want to play against an AI that's just as good as you and lose 50% of your wars and 80% of your games? I sure don't.

The more important question is whether or not it's fun. Fighting an offensive war feels unfair, because it is. The information asymmetry gives a huge advantage to the defender. That's fun when it works in the player's favour, but when you're on the wrong end of it and the right strategy is to just build more units and plough through your opponent with sheer numbers? If anything, I think that's less interesting than the idea that a skilled player can beat a vastly stronger opponent with minimal losses.

Lowen
Mar 16, 2007

Adorable.

FractalSandwich posted:

There's nothing smart or interesting about ordering four units your opponent couldn't possibly have known about to suddenly appear out of the fog of war and kill one of theirs from full heath before they have have a chance to interact with them. As if intelligence is even the goal. Do you want to play against an AI that's just as good as you and lose 50% of your wars and 80% of your games? I sure don't.

The more important question is whether or not it's fun. Fighting an offensive war feels unfair, because it is. The information asymmetry gives a huge advantage to the defender. That's fun when it works in the player's favour, but when you're on the wrong end of it and the right strategy is to just build more units and plough through your opponent with sheer numbers? If anything, I think that's less interesting than the idea that a skilled player can beat a vastly stronger opponent with minimal losses.

Nah just don't assume the enemy doesn't have any units in the fog of war because you can't see them and you'll be fine.

e: I haven't had any problems winning offensive wars and I've had plenty of fun fighting vs the AI. I'm playing on higher difficulty levels too. Seriously just loosen up about taking losses due to FOW, it's fine unless you're an uptight crybaby.

Lowen fucked around with this message at 04:04 on May 11, 2020

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

FractalSandwich posted:

There's nothing smart or interesting about ordering four units your opponent couldn't possibly have known about to suddenly appear out of the fog of war and kill one of theirs from full heath before they have have a chance to interact with them. As if intelligence is even the goal. Do you want to play against an AI that's just as good as you and lose 50% of your wars and 80% of your games? I sure don't.

The more important question is whether or not it's fun. Fighting an offensive war feels unfair, because it is. The information asymmetry gives a huge advantage to the defender. That's fun when it works in the player's favour, but when you're on the wrong end of it and the right strategy is to just build more units and plough through your opponent with sheer numbers? If anything, I think that's less interesting than the idea that a skilled player can beat a vastly stronger opponent with minimal losses.

Keep in mind that scouts are extremely mobile and have long vision ranges. You can have them scout for your army by running them up to take a look, and then running them back. It costs you a lot of orders, but that's kind of the point - if you want to negate the defender's intelligence advantage you have to spend resources to do so, and those resources make the rest of your army or your economy suffer a bit.

FractalSandwich
Apr 25, 2010

Dirk the Average posted:

Keep in mind that scouts are extremely mobile and have long vision ranges. You can have them scout for your army by running them up to take a look, and then running them back. It costs you a lot of orders, but that's kind of the point - if you want to negate the defender's intelligence advantage you have to spend resources to do so, and those resources make the rest of your army or your economy suffer a bit.
That did occur to me, and I planned on trying it in my next war, but I didn't expect it to go well. I was sceptical that two moves would get them far enough to learn anything useful, but I guess that plus their vision bonus is about the same as a full move and attack for an infantry unit. Interesting.

SlightlyMad
Jun 7, 2015


Gary’s Answer
After-action report:

Old World is great. I am playing as an Egyptian dynasty and my greatest King, Neferkare (57CE-103CE) fought an epic war against invading Thracian tribesmen across his entire southern border and took several coastal settlements from them in revenge. King Neferkare got the cognomens "Mighty", then "Victorious" in the war, and "Noble" before he died. He didn't leave any children because his estranged wife had been fooling around with some courtier and he cheated on her in retaliation with a diplomat, so there were no direct heirs from his marriage.

Christian rebels tried to challenge his authority in the north while the king defeated the Thracians in the south, but the rebels got pounded into the sand by his reserves. All was well in the kingdom, apart from aristocrat families getting disgruntled a bit because one enterprising aristocrat secured peace with the remaining Thracians by dubious means. By kidnapping an heir. Bunch of whining spoiled nobles getting in the way of doing business. What's a hostage or few?

King Neferkare's lessons learned in war: Train and mobilise large reserves across the kingdom. Use scouts to keep an eye on the enemy at all times. Guard each city with troops and making use of road networks, deploy mounted units and chariots as a mobile rapid reaction force. Let the enemy offensives crash like a wave against your defenses before swinging back on the offensive and take enemy cities one by one by concentrating your forces and dividing the enemy. Expect casualties, war is a meatgrinder.

The great king's reign was followed by his brother, the heir Mentuhotep the New (103CE-107CE) who profited from Neferkare's success. Mentuhotep inherited the throne at old age, but his children and grandchildren secured the dynasty. Long live the King.

SlightlyMad
Jun 7, 2015


Gary’s Answer
:hist101: The Egyptian-Thracian war of King Neferkare the Noble recorded for posterity:

Queen Khenut the Warrior (49CE-57CE) of the Thutmosid family died and passed the throne to her heir, the young Prince Neferkare who had become an adult.

The Thracians held three settlements spread along the southern coast, each within marching distance towards the north to the Egyptian cities Pi-Ramesses in the south-east and Memphis in the south-west of the kingdom. The tribes initially had 4-5 troops per settlement, half ranged and half melee. The Egyptian cities had a troop or two each with reserves coming in from roads to the north. The initial attack came almost immediately after declaration of war, leaving little time to prepare. One scout unit was positioned in woods between the southern cities, from where they went on scouting missions towards the enemy camps before returning.

The nation was mobilised for war with each city producing either warriors, slingers or spearmen. There were chariots on standby but most units lacked generals as there was little time to appoint commanders for each unit. They had to be ordered to march to battle as soon as they were ready. The defenders took position on hills south of the urban areas but within city limits so that reinforcements could heal them. The onslaught from 13-15 enemy troops attacking the southern front simultaneously took a heavy toll on the spearmen and other defenders, but new troops were brought in along the roads from the north. The tribesmen spent time pillaging the fields and pastures, some threatening Pi-Ramesses itself.

The Egyptian forces took casualties and lost units, but were able to whittle down the invaders with counterattacks. The enemy tribes kept sending more troops to the front but in piecemeal waves coming over the open plains which could be intercepted by mobile Egyptian reinforcements. The two cities were under threat but never fell.

Once the initial shock attack by the Thracians was defeated, the mounting pressure of Egyptian forces was brought to bear on the tribal camps. The three camps launched new troops in defense, again approximately 13-15 units total, but could not get past the Egyptian armies to threaten the cities again. The Thracians had better troops than before, and were able to inflict further losses to the Egyptians. In the east Egyptian macemen and ranged units kept the enemy pinned down while the main force of Egyptian spearmen gathered to invade the westernmost settlement. The western offensive took apart the Thracian lines and captured the camp. The central camp was rolled up by the main offensive force in similar fashion and finally the last camp in the east was taken. The landmass was clear of Thracians. Their tribe only survived due to overseas holdings which sued for peace after a bitter hostage situation. The Thracians had lost over 30 units and three camps in their futile attempt to take on King Neferkare. At the end of the war Egypt was the strongest nation on the continent with an experienced military might that kept other nations in their shadow.

(Neferkare's time on the throne was so good I had to write up a history of his main accomplishments. The timeline feature in the game is really neat.)

ate shit on live tv
Feb 15, 2004

by Azathoth

FractalSandwich posted:

Do you want to play against an AI that's just as good as you and lose 50% of your wars and 80% of your games?
Absolutely I do.

I'm currently playing on "The Strong" difficulty which seems to be about the middle without too many player maluses and I'm having a good time. Losing units is fine imo and in my current game as Carthage I've lost several warrior's and Chariot's vs barbarians and they even came and pillaged my lands. It looks like when the pillage count down start that you need to get a worker there to repair the damage otherwise you'll just lose the improvement. I'm not sure as I never did it, but I noticed that one of my shrines was buildable again, so I assume it had been pillaged and lost to the ages.

I'm just getting to the development point where I have several cities each with their own governor. I have a monster of a coastal city with two harbors and 7 net resources, plus a governor that gives +100% bonus to nets. Now if I could just figure out what all those resources did :haw:

I'm figuring out combat and I've found it extremely valuable to have a unit or two that has defender+healer at the front to absorb ranged attacks, usually they will take 2-3 HP of damage meanwhile behind them I'll have a chariot/Pikeman and an Archer who will kill a unit per turn. It's also a lot of fun to have one of your family members as a general and get him super powerful fighting the gauls or whatever. Keep's them from getting any ideas.

My three founding families are all "Pleased" (100+) with me, and that gives my units an additional bonus in combat. Oh also my legitimacy is ~150 which is pretty awesome. Anyway good game, a little slow paced at first and I haven't gotten into a huge clusterfuck of a war with another player yet, but with the amount of land that I still have to expand into, I suspect I'll win before any of the other player's will be much of a threat, but who knows.

ate shit on live tv
Feb 15, 2004

by Azathoth
Screenshot. My monster coastal city With Oracle.


And a city screen showing that I have 3 Inquiry's built, and yet no progress on the complete 3 Inquiries counter :mad:


It also looks like I'm not going to get an Heir even though my wife and I have been together for 30+ years sigh.
e: I just killed the Scythian's and adopted the son of their king, so now I have an Heir. It cost me 1 legitimacy, but I figure that's worth it.

ate shit on live tv fucked around with this message at 16:10 on May 11, 2020

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

ate poo poo on live tv posted:

Screenshot. My monster coastal city With Oracle.


And a city screen showing that I have 3 Inquiry's built, and yet no progress on the complete 3 Inquiries counter :mad:


It also looks like I'm not going to get an Heir even though my wife and I have been together for 30+ years sigh.

Yeah, I had the same issue with Inquiries. Did you build them in your capital or a secondary city? I built them in a secondary city, and I wonder if that's maybe a source of why it's not working?

ate shit on live tv
Feb 15, 2004

by Azathoth

Dirk the Average posted:

Yeah, I had the same issue with Inquiries. Did you build them in your capital or a secondary city? I built them in a secondary city, and I wonder if that's maybe a source of why it's not working?

I had no option to build inquiries in my capital, so I built them where I could, but it was only one city that could even build them.

Lowen
Mar 16, 2007

Adorable.

ate poo poo on live tv posted:

I had no option to build inquiries in my capital, so I built them where I could, but it was only one city that could even build them.

I had the same ambition at one point and ran into the same problem. I think it's bugged. (I was building in my capital).

Super Jay Mann
Nov 6, 2008

FractalSandwich posted:

There's nothing smart or interesting about ordering four units your opponent couldn't possibly have known about to suddenly appear out of the fog of war and kill one of theirs from full heath before they have have a chance to interact with them. As if intelligence is even the goal. Do you want to play against an AI that's just as good as you and lose 50% of your wars and 80% of your games? I sure don't.

The more important question is whether or not it's fun. Fighting an offensive war feels unfair, because it is. The information asymmetry gives a huge advantage to the defender. That's fun when it works in the player's favour, but when you're on the wrong end of it and the right strategy is to just build more units and plough through your opponent with sheer numbers? If anything, I think that's less interesting than the idea that a skilled player can beat a vastly stronger opponent with minimal losses.

There are ways to minimize the extent to which an AI can counterattack (defensive terrain is your friend) but in a big picture sense this is not Civ 5 or Civ 6. You are expected to take losses when fighting into a defensive position because that's how war worked in the Classical Era and frankly it makes for better balance that way. It's pretty much back to how Civ 4 functioned, where defenders had an overwhelming advantage that you needed patience and attrition to muscle through and where your capability to prosecute war is actually somewhat tied to the economic strength of your empire.

Dirk the Average posted:

Keep in mind that scouts are extremely mobile and have long vision ranges. You can have them scout for your army by running them up to take a look, and then running them back. It costs you a lot of orders, but that's kind of the point - if you want to negate the defender's intelligence advantage you have to spend resources to do so, and those resources make the rest of your army or your economy suffer a bit.

FractalSandwich posted:

That did occur to me, and I planned on trying it in my next war, but I didn't expect it to go well. I was sceptical that two moves would get them far enough to learn anything useful, but I guess that plus their vision bonus is about the same as a full move and attack for an infantry unit. Interesting.

One very important thing that isn't obvious is that scouts are invisible to enemies inside of forests, so it's totally feasible to park a scout or two on a contested border forest to provide you with all the vision you need.

ate shit on live tv
Feb 15, 2004

by Azathoth
I also have scouts invisble on hills, I'm not sure why, or if it's a bug, or what. I don't remember them always being invsible on hills but they do get the eye icon.

Lowen
Mar 16, 2007

Adorable.

ate poo poo on live tv posted:

I also have scouts invisble on hills, I'm not sure why, or if it's a bug, or what. I don't remember them always being invsible on hills but they do get the eye icon.

It might be because your leader is a schemer, they have always invisible scouts.

FractalSandwich
Apr 25, 2010

Super Jay Mann posted:

There are ways to minimize the extent to which an AI can counterattack (defensive terrain is your friend) but in a big picture sense this is not Civ 5 or Civ 6. You are expected to take losses when fighting into a defensive position because that's how war worked in the Classical Era and frankly it makes for better balance that way. It's pretty much back to how Civ 4 functioned, where defenders had an overwhelming advantage that you needed patience and attrition to muscle through and where your capability to prosecute war is actually somewhat tied to the economic strength of your empire.
If that's the goal, then I like the EU4 Manpower system a lot more than getting stackwiped all the time. Early Stellaris had the same kind of meatgrinder feel as this, and it didn't feel good there either. I like the idea of offensive wars being much more costly than defensive ones, and I even like the idea of scouting being important, but I don't think the implementation is there just yet.

I had a brief war against Egypt last night, and they very diligently killed a scout that I left slightly out of position, and I was able to really punish them for it, so if you're always expected to lose something, I'm thinking maybe the right thing to do is intentionally use scouts as bait.

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Beamed
Nov 26, 2010

Then you have a responsibility that no man has ever faced. You have your fear which could become reality, and you have Godzilla, which is reality.


FractalSandwich posted:

If that's the goal, then I like the EU4 Manpower system a lot more than getting stackwiped all the time.
The EU4 manpower system, though, doesn't encapsulate having the economic infrastructure to maintain a large defense/offense. Sure the reinforcement cost sorta does, but not really.

Not that I haven't played enough Old World to provide a more meaningful contrast, but I think making A) cost B) logistics and C) actual training the limiters here could be very powerful.

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