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If you can't get a settler themselves out, escort them with an army, or put two trash armies together and take down a minor state, two full stacks at stone age should be enough to bust open a minor city to take it over.
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# ? Apr 25, 2024 11:21 |
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# ? May 6, 2024 12:05 |
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Cooking oil is a great source of early wealth. 2 Plantations on flax/olives and a Press press means 3 workers for 16 food and 6 wealth for a quite modest investment of improvement points. Finding the two flax/olives is the hard part. Getting some early diplo XP and getting merchant on another civilization's capital can easily get you 10+ wealth even in bronze age. Although that comes at the cost of an early envoy that could give you a vassal so its kind of a trade off. I'd have to say that the most reliably way of getting wealth early though is developing your towns. Towns give 1 wealth per level per improvement around them. Even a level 1 town with 6 improvements around is generating 6 wealth for free. At level 2 its generating 12 wealth for free. They don't even need to match the town's specialization. So prioritize placing improvements around your towns, and try to avoid putting them next to mountains. If you can swing it a good choice is a lumber town; 4 Foresters on a level 2 lumber town gets you 8 wealth and 16 production which is an *enormous* amount early on. (A note on this point: it's better to place fishing improvements on empty water next to a coastal town than it is to put them on Tuna further away, as you only lose 1 food but you gain 4-6 wealth.) TheDeadlyShoe fucked around with this message at 12:40 on Apr 25, 2024 |
# ? Apr 25, 2024 12:33 |
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Towns make money for each improvement next to them, and double that when they're upgraded. Coastal towns make extra money for ocean improvements next to them when upgraded. I think with Mining you can spend Exploration XP to create a prospector, who finds gold in an empty hill and turns it from +2 production to +8 money. Edit: Somehow I missed that The Deadly Shoe said the same thing, so consider this me emptyquoting them. That and the Prospector thing.
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# ? Apr 25, 2024 13:07 |
Did they buff gold? It at least used to only be 4 wealth.
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# ? Apr 25, 2024 14:02 |
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Yeah I mentioned it earlier in the thread, towns and merchants are absolutely the best way to generate early wealth as they do so passively without continual investment. Much like any official Civ game, any yield bonuses you can get that don't require you to assign a worker to it is incredibly valuable.
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# ? Apr 25, 2024 17:43 |
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Super Jay Mann posted:Yeah I mentioned it earlier in the thread, towns and merchants are absolutely the best way to generate early wealth as they do so passively without continual investment. Much like any official Civ game, any yield bonuses you can get that don't require you to assign a worker to it is incredibly valuable. I took to spamming out harbours when I had nothing better to use my infrastructure points on without capping. Also i'm enjoying the feeling of scrambling for resources when new ages hit and it turns out I DON'T HAVE IT IN MY CITIES
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# ? Apr 28, 2024 01:14 |
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I managed to swerve stupid loving warmongering France and beat them to Age of Monuments by literally one turn, finally (it's very tough timing and probably the hardest to achieve Variant Age in the game that's semi down to RNG). For those who've tried it, what's the best monument type for my cities? My assumption was either government monuments (lame domain power but 20% efficiency bonus to food, sanitation, and housing is nuts) or military/engineering monuments (20% to production, and production is king in this game)
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# ? Apr 28, 2024 04:20 |
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I went with Government. You can always get more production, but an efficiency bonus to needs is just amazing. Then did temple palace after founding a religion for dat faith. The super monuments were surprisingly easy, you only need 100 monument progress, i did it in 3? turns. Probably should be one type of monument per nation tbh. Age of monuments really is too drat hard to get lol. I only got it on Master because of a lucky barbarian camp clear that netted me 20 knowledge. Going 3 cities that early just murdered my culture.
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# ? Apr 28, 2024 09:16 |
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I chose military because keeping up with military upgrades is annoyingly expensive, and yeah, this poo poo is hilariously busted lmao. I daresay a successful monuments play basically means you win since you're way better than the AI at optimizing the game, and I'm getting absolutely monstrous levels of production in that I legit had to restrain myself from abusing production -> knowledge conversion...and then I got sick of intentionally stringing out the game and am now just going for a good old conquest win using Commander in Age of Enlightenment. The best the AI can rustle up right now are stacks at around 200 power while all my poo poo is at 400; this is just going through the motions at this point. Next time I bother to go for monuments, I'm taking Government Monuments instead. The production monuments are way too OP lol
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# ? Apr 29, 2024 05:08 |
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"I'm escaping to the one place that hasn't been corrupted by capitalism... SPACE!" So yeah, first match post-patch. Earlygame was my standard of getting bullied by AI into building tall, building up via a wealth pivot, and then using my tech lead to go on a rampage and swap to wide. Unfortunately either Chaos/the Rebels got buffed or I stayed on the offense for a bit too long in the midgame, but come the Age of Revolutions, the Rebel deathstack did a lot of damage to my peripheral outposts and knocked me into a Chaos spiral that sent me into the Age of Dystopia. Dystopia then proceeded to define my endgame: I had the wealth to endure the individual Chaos events, but the constant Riots wrecking city Needs encouraged me to go Communist in order to ensure total damage control. From that point it was just about leveraging the synergy between Modernization and Communism to build as high production as possible for an Age of Departure victory. Not really a fan of Communism or Modernization: I do appreciate that they exist for people who want to try and keep earlier fundamentals of Millennia relevant lategame and Level 5 Towns are amusing, but both of them encourage you to go crazy with region redesign/new region creation in a way that's really time consuming and persnickety for the last couple dozen turns. At the very least, I wish at least one of them would give a bonus to Specialists instead - nobody needs this many Improvement Points once you hit Age VIII, let alone beyond. Lessons to be learned: quit while you're ahead in a war where you've gutted your opponents, at least if the Age of Revolutions is on the table. There's other lessons to be learned, but most of them are also about overextension to some extent. Jossar fucked around with this message at 05:15 on Apr 29, 2024 |
# ? Apr 29, 2024 05:11 |
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How are you people spending the starting govt so? When do you get your first settler? I’ve been generally finishing the tribal govt tree first before saving up for a settler in the Bronze Age but I’ve noticed it’s really easy to fall behind the AI’s expansion
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# ? Apr 29, 2024 06:07 |
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The AI is so pettily aggressive and sometimes minor nations so close/optimally placed that I would rather expand by conquest than settling poo poo myself, TBH. 2x Spears + 2x Archers is enough to take on unwalled minors and barbs, FWIW, and the upgrade to crossbows for proper warfare is very close
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# ? Apr 29, 2024 06:22 |
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I settled on doing conquest first and spending my settlers when I have spare government. Even stone age, 2 stacks of three warbands is generally enough to take down stuff and expand. 1x and 1 archer clears roving barbs from your border, once you get spears you really get going.
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# ? Apr 29, 2024 11:08 |
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I tend to not worry about the AI expansion and just focus on playing tall, but even then yeah: the first city is usually a diplo-annex or an early conquest if I have enough dudes, then a proper settle protected by a stack after I've finished off the Tribal gov tree. I'm gonna switch to Master and see if this still holds up or I get flattened by the AI though.
Jossar fucked around with this message at 12:09 on Apr 29, 2024 |
# ? Apr 29, 2024 12:06 |
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Jossar posted:I tend to not worry about the AI expansion and just focus on playing tall, but even then yeah: the first city is usually a diplo-annex or an early conquest if I have enough dudes, then a proper settle protected by a stack after I've finished off the Tribal gov tree. I'm gonna switch to Master and see if this still holds up or I get flattened by the AI though. Pretty much the same on Grandmaster. The AI likes to show up with a huge army when it declares, but it's weirdly risk-averse when it comes to taking your cities. It'll burn your countryside and towns to a cinder, though. I usually expand through neutral cities first, only getting my own settlers for areas that are good enough for integrating. I assume playing on anything smaller than large maps throws a spanner in this.
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# ? Apr 29, 2024 12:23 |
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My standard is to grab the food bonus and the knowledge bonus, and then pop a settler, getting the improvement bonus after that, and then deciding based on how much space there is to fill whether I get the culture bonus or a second settler next. I never bother with the "spawn warband" power. I think that at the very least you need the knowledge bonus ASAP; it's a 50% boost to research, and there are very few other ways to boost research for a long time in the early game.
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# ? Apr 29, 2024 13:07 |
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i used to never bother with spawn warband, but at the end of age 1/ start of age 2 its actually pretty nice to be able to put out 1-3 melee units in a pinch for much cheaper than Volunteers. if you go right into discipline its great for expanding militarily
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# ? Apr 29, 2024 13:14 |
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skeleton warrior posted:I never bother with the "spawn warband" power. Since it now also spawns one, it's way more useful. Not always a thing you'll pick, but instantly getting a dude out in the early turns can be really good.
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# ? Apr 29, 2024 13:55 |
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THE BAR posted:Since it now also spawns one, it's way more useful. Not always a thing you'll pick, but instantly getting a dude out in the early turns can be really good. It saved me a few times from getting dunked on out the gate by barbs.
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# ? Apr 29, 2024 14:36 |
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New beta update is out for testing, big change is that Age of Monuments only needs two civic monuments instead of three, hurrrraaaaaaaaah
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# ? Apr 29, 2024 15:08 |
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https://forum.paradoxplaza.com/forum/developer-diary/millennia-update-2-public-beta.1673445/ That's one vicious mauling to the Shogunate, oof
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# ? Apr 29, 2024 15:23 |
Early Seafarers now get the shell goods in addition to fish, not instead of. That actually makes them useful, I didn't bother taking the ideal when I went Early Seafarers since I figured I'd always prefer having the fish instead. The Tinkerers from the Machinery NS also got a nice buff, the Improvement Points got increased by 25% and it only eats ingots instead of tools. Which is nice, because the tinkerers realy felt weak before. This is also pretty funny: quote:Firing the Archangel space laser at another Nation is now considered an act of war. also, on a more niche note, quote:Fixed Oath of Fealty to affect underwater Regions in Age of Utopia.
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# ? Apr 29, 2024 15:25 |
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i can understand the samurai nerfs, last i checked in a battle they had like 65 defense or something ridic with the shogun getting regional efficiency pantsed is a huge nerf tho. Hell of it is 5% RE is still decent. think what they really needed was large increased cost on daimyos or diplomacy maintenance cost on daimyos or something like that. or restrict what parts of RE the daimyos buffed. Daimyos were pretty cheap for being on demand decent leaders on top of incredible governors tbh. TheDeadlyShoe fucked around with this message at 15:30 on Apr 29, 2024 |
# ? Apr 29, 2024 15:25 |
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Three patches in, not a single change to the wonky balancing of the early age governments. And I guess the +1 pop to everything ( while ignoring caps) for Oath of Fealty is by design. Sure.
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# ? Apr 29, 2024 15:28 |
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Oh yes fishing buff.
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# ? Apr 29, 2024 15:29 |
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Better ratio or not, Tinkers' unique improvement being based around converting valuable production into goddamn improvement points is crazy bad. Yes improvement points are good but production is a constant requirement for everything while improvement value is gated by actually having the space and pops to work them. That whole set of ideas needs a rework
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# ? Apr 29, 2024 15:50 |
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RIP castle spam. Losing the culture from castle towns hurts a lot, but only being able to place 3 abbeys max is pretty bad too if you’re focused on a religious game. Guess we better get those Religious Texts production chains going for real.
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# ? Apr 29, 2024 18:02 |
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Spartans really need to be buildable, even moreso with the overall worsened culture gain.
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# ? Apr 29, 2024 18:29 |
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I think my issue with running out of money due to a bloated military is i feel i need to clear barbarians out of as much of the map and make it safe for my first settler. I probably just have to concede all the lands around me to them in order to have a functioning economy as soon as i go into the second age. Though that just results in the map being completely packed with one unit barbarian armies. Also isn't age of aether supposed to remove barbarians? I was still getting them after I moved into the next age.
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# ? Apr 29, 2024 19:27 |
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Clearing barbarian camps is mostly something i do for the rewards. Settlers are usually fine with minimal escort. I like to use 1-2 scout cav as they won't slow the settlers down.
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# ? Apr 29, 2024 19:29 |
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TheDeadlyShoe posted:Clearing barbarian camps is mostly something i do for the rewards. Settlers are usually fine with minimal escort. I like to use 1-2 scout cav as they won't slow the settlers down. I tried that, once i realized that settlers move 2 and not one, and just the sheer numbers of barbarians they had to go through meant they were dying before they got to their destination.
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# ? Apr 29, 2024 19:31 |
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twistedmentat posted:Also isn't age of aether supposed to remove barbarians? I was still getting them after I moved into the next age. It clears the map of all barbs and encampments, but more can still spawn from things like Chaos events or civs being destroyed.
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# ? Apr 29, 2024 19:58 |
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Zurai posted:It clears the map of all barbs and encampments, but more can still spawn from things like Chaos events or civs being destroyed. And it doesn't seem to effect empty land masses where they spawn, because when i was exploring blue water, i came across a good sized continent that every single hex had a barbarian unit or camp on it.
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# ? Apr 29, 2024 20:06 |
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twistedmentat posted:And it doesn't seem to effect empty land masses where they spawn, because when i was exploring blue water, i came across a good sized continent that every single hex had a barbarian unit or camp on it. No, it absolutely does. I had an Age of Aether game, and when I went out to the blue water areas, the islands were completely empty, and I have never had that happen in any other game. Are you sure you didn't download a mod or accidentally find a "spawn barbarians five times as much" setting? Because the way you're describing the amount of barbarians you find doesn't match my experience except in maybe the 10% of games where I'm a lot farther from the AI than normal. Are you playing with fewer AIs than normal?
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# ? Apr 30, 2024 04:36 |
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skeleton warrior posted:No, it absolutely does. I had an Age of Aether game, and when I went out to the blue water areas, the islands were completely empty, and I have never had that happen in any other game. I play with 6 on a large map. I found 8 i could barely get 3 cities down, anything less and the barbs are just endless waves like wasps at an open bottle of pop. And i don't have any models running. if someone has made a mod that reduces barbs by half or cuts down on the hyper aggressive AI, i'd love those.
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# ? Apr 30, 2024 04:39 |
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twistedmentat posted:I play with 6 on a large map. I found 8 i could barely get 3 cities down, anything less and the barbs are just endless waves like wasps at an open bottle of pop. No, playing on 6 in a large map completely explains it. The fewer computer players there are, the more empty space there is, and the more empty space there is, the more barbarian camps there are at the start, and the more those camps spawn new camps because their guys just wander around getting XP until they're big enough to settle places. The latest patches cut down on the AI forward-settling as much, so maybe try going back to the normal number of AIs and see if that fixes your constant streams of barbarians?
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# ? May 1, 2024 04:38 |
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# ? May 6, 2024 12:05 |
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skeleton warrior posted:No, playing on 6 in a large map completely explains it. The fewer computer players there are, the more empty space there is, and the more empty space there is, the more barbarian camps there are at the start, and the more those camps spawn new camps because their guys just wander around getting XP until they're big enough to settle places. That worked. Though I forgot about the changes to how negatives scale with the number of regions and expanded too fast. Still, i know not to do that next time. though is there an easy way to tell if you can integrate another region?
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# ? May 3, 2024 05:12 |