|
In my current game I had one of my starting warriors surrounded and killed by three barbarian units (and spotting two different barb camps) on turn 5. There should probably be a grace period before barbs spawn. That said, I'm really enjoying it so far. That One More Turn feeling is absolutely there.
|
# ¿ Mar 29, 2024 03:33 |
|
|
# ¿ May 10, 2024 08:13 |
|
Farms never, ever unlock special resources in Millennia. That's what Plantations are for. Also, almost all the plantation resources just give extra money at the first stage and Plantations provide 1 less food than farms, so early on it's usually better to ignore them.
|
# ¿ Mar 29, 2024 06:55 |
|
Barbarians definitely need some tuning. I don't think huge changes are needed, just a couple little tweaks. Delay barbarian spawns for maybe 7-10 turns after the start of the game to give you time to scout out a few hexes in each direction, then slightly reduce the overall spawn rate. I think those two combined would mostly solve things. If not, they'd at least give a good base for future adjustments. I don't think you want to make barbarians too scarce because that greatly decreases the value of civics like Khans or Explorers that make you neutral to barbs, and ages like Age of Aether that remove all barbarians from the map. Some other observations from a mostly-complete game (I'm 51% of the way to an Archangel victory having wiped out two civs and am still the only one in the Age of Archangels, so it's pretty inevitable):
|
# ¿ Mar 31, 2024 03:26 |
|
twistedmentat posted:What causes chaos? I suddenly am making 13 of it a turn but mousing over it doesn't explain anything about it. Check your cities to see if their unrest is high. That's the most common case of "why do I suddenly have chaos and why is it increasing?" that I've found. Unfortunately, there are no warning messages you get about rising unrest until it triggers a rebellion. There are signs (unexplained chaos increases, a tiny little icon under the city's name in the world map) but it's on you to check for it. twistedmentat posted:Okay, after having a modern war, this has the classic civ problem of tanks losing to spearmen because of game mechanics. Spearmen, or in this case, pikes, get bonuses against cav, and tanks are cav, so 6 modern armor ends up being wiped out by a bunch of guys with pointy sticks. Tanks are Mobile units, but not cavalry. Pikes get no bonus against them. That said, you shouldn't be making armies that are entirely one type of unit because they're hideously vulnerable to their counter-unit. Nektu posted:Im pretty sure that I added abbeys to standard outposts in one of my last games. Monasteries are the standard outpost improvements, buildable on hills. Abbeys are castle-only but buildable on any flat land. Zurai fucked around with this message at 02:51 on Apr 1, 2024 |
# ¿ Apr 1, 2024 02:39 |
|
Chaos and Innovation function in the same way. There is no such thing as gaining just one instance of Inno/Chaos. They're slippery slopes. Gaining +1 Chaos gives you +1 Chaos per turn. +10 Chaos is +10 Chaos per turn. However, whenever a Chaos or Innovation event fires, you lose 70% of your Innovation/Chaos growth. This means there's not much point to firing off the Propaganda culture power if your Chaos is higher than 10, but if it's 10 or less, you'll completely prevent all Chaos events until you gain more Chaos from something else (incidentally, Chaos growth can go negative via Propaganda). The only things that cause Chaos are taking cities, events (all of which are clearly labeled), or unrest (which very much is not). There is no baseline trickle of Chaos. If you go the entire game without capturing a major nation's city (or razing a minor nation's city), selecting a chaos choice in an event, or gaining more than a little bit of unrest, you'll never see a Chaos event. Innovation can be gained from a huge variety of sources, too many to list in totality, but the most common are the Cutting Edge culture power or being the first to research a new Age. Zurai fucked around with this message at 05:19 on Apr 1, 2024 |
# ¿ Apr 1, 2024 05:17 |
|
THE BAR posted:I'm currently doing a culture game for multiplayer with the mound builders, and you really only need the mounds themselves and the food halving thing. It's pretty fun to generate a culture power every two turns, forever, by feeding all your culture into your permanently 50% boosted capital. Agreed. Mound Builders is absolutely loving busted if you have a start with enough grasslands. I had my capital pumping out 42!!!!!! culture per turn by the end of Age 3. Being able to use a culture power every 2-3 turns is just monstrous, and that's just one aspect of the boosted capital. You also get tons of bonus research, production, needs satisfaction, etc etc. And since the bonus lasts 5 turns, you can alternate between that and another cultural power as needed. Or just boost two cities. Of course, if you have a city with barely any grassland, it's not going to help that much. Although don't discount the "expand into grasslands cheaper" aspect; ANY "expand your influence into X terrain cheaper" tech is worthwhile IMO. EDIT: My capital is making 61 culture per turn under the effects of the Local Reforms culture power. For reference: Zurai fucked around with this message at 18:17 on Apr 1, 2024 |
# ¿ Apr 1, 2024 16:18 |
|
twistedmentat posted:So what are some pointers for a successful early game? I always feel like this is where i screw up on any of these games. I either spend too much time on research or expand to quickly or whatnot. I'm still working on that myself. I always end up feeling like I'm super far behind by Age 4 (barring my most recent game where I abused the hell out of Mound Builders). I'm pretty sure the AIs expand a lot more aggressively than I do. In my most recent game, I tried spawning a settler and integrating that city ASAP after getting the bonus food and bonus research from Tribal government. It's hard to say how much that helped, though, since my capital was crazy even by that point. Previously I've been a bit slower to expand and mostly caught up by going hard on research improvements when they come online in the middle Ages.
|
# ¿ Apr 1, 2024 18:44 |
|
my dad posted:I have been informed by a buddy who plays this game of the following: I already responded to this in the other thread you posted this drek in. quote:
Also the "increase vassal population by 1" power is a Cultural power, which means you're just not going to be able to fire off every 2 turns, full stop. I'm running an extremely heavily culture-focused game right now and even with my capital pumping out 60+ cpt it still takes 3 turns to refill -- and that requires using the "increase city yields" culture power every other use. Zurai fucked around with this message at 03:54 on Apr 3, 2024 |
# ¿ Apr 3, 2024 03:36 |
|
LordSloth posted:Is there something I’m missing or do I need to unlock the entire infopedia from scratch in each game? I would really love to be able to look at the spirits of the next age or so, or figure out what art could do for me in the grand scheme of things. Yes, unfortunately the Infopedia only shows stuff that has been available in your current game. It's one of my bigger gripes with the game, along with the way units stop moving every time they see a reveal a new unit or city, even if those units/cities are not in your path and are neutral or even allied. It makes exploration and long-distance movement, especially over water, an utter pain in the rear end.
|
# ¿ Apr 3, 2024 03:59 |
|
my dad posted:And here's a crosspost from that thread you loving dipshit. Why the gently caress is the very first thing you do when someone points out an exploit in a buggy-rear end new game to call them liars? I didn't call anyone a liar. I said it's not really that impressive an "exploit". You post made it sound like the game was just carelessly broken in half with no effort at all by this, and that's just plain not the case. I don't know why you're loving flying off the loving handle, but you can loving calm the gently caress down about it. As for your screenshots... here's from my game where I have half as many vassals: So your friend spent all that effort to get 19 vassals over me for ... 2 government XP, 2 Diplomacy XP, less than 2 Culture per turn, and more than a hundred less improvement points per turn. The only significant gain was in wealth per turn, and I'm absolutely swimming in gold in that game anyway (as I have been in every game that gets this far).
|
# ¿ Apr 3, 2024 14:54 |
|
skeleton warrior posted:You literally called what he posted "drek", i.e., poo poo, which is not something to do and then get angry about the response's tone. That wasn't angry, that was responding in kind as an emphasis for how dumb it was. Except I didn't call him a dipshit.
|
# ¿ Apr 3, 2024 15:05 |
|
my dad posted:Having the ability to make cities for nonscaling 24 diplo points and 15 admin points each, is an exploit of clearly not intended mechanical interactions, yes. Well, the screenshots you've posted just aren't anything abnormal. If the experimental game produces something that's actually out of scale with a normal game, that's a completely different matter and I have no problem eating my words and issuing an apology. As for the 24 diplo points per merchant thing, that's something to actually look into, because like I said, my game is 124 diplo per merchant after spawning just a handful and it's not like I've neglected my social fabrics. I'd definitely be interested in what's causing that interaction because that sounds like the real bug/exploit.
|
# ¿ Apr 3, 2024 15:16 |
|
Yeah, that patch isn't very impressive, but first patches for new games rarely are. Usually bigger changes require more time and testing. It's usually a month or so before you can expect really significant changes, at a minimum. I should probably get an early Age of Conquest victory achievement before they nerf Raiders, now that I think about it...
|
# ¿ Apr 3, 2024 16:47 |
|
I think the preorder bonus has some alternate arts for specific units. The first couple of DLCs are already announced. One adds an Atomic Age (something I noticed was completely missing from the game, no nukes, no nuclear power, no carriers), the other adds some ancient era uh, civics, whatever those are called (haven't internalized all the names yet). Both have a couple of other things but those were the headline items I noticed in the brief descriptions on Steam. Zurai fucked around with this message at 19:59 on Apr 3, 2024 |
# ¿ Apr 3, 2024 19:40 |
|
Had a quick peek at the steam page for the "full" (as much as we have right now) info. The first DLC is Ancient World releasing in Q3 2024, with the following listed features: A new nomadic game start option A new National Spirit A new economic Good New Nation starting bonuses The second is Atomic Ambitions in Q4: Two new Ages A new National Spirit Nuclear options for the Strategic Warfare System. And the cosmetic units aren't for preorder, they're part of the expansion pass. Just a reskin of the stone age warband and archer units, nothing else.
|
# ¿ Apr 3, 2024 20:42 |
|
my dad posted:He noticed that merchants drop in price whenever he converts one into a settler, while the cost of settlers goes up at the same time. So this is probably the source of the cheap merchants. Converting his ancient merchants recruited early on into settlers didn't change the price, so the game probably remembers the baseline of merchant cost when you first get some of the prerequisites to the conversion ability. That's definitely... I can't say unintended because it probably isn't, but definitely exploitative, yeah. I'll give it a run in my next game, fiddle with it some myself. I think the merchants should probably continue to scale as you buy more even if you're turning them into settlers. Especially if you're turning them into settlers, honestly. As described, it essentially makes settlers not scale in price, which is clearly not something they thought all the way through.
|
# ¿ Apr 3, 2024 21:21 |
|
CommissarMega posted:...you can turn merchants into settlers? Only with the Spice Merchants National Spirit.
|
# ¿ Apr 3, 2024 21:28 |
|
TheDeadlyShoe posted:i honestly havent been super impressed by raiders. their 0 upkeep is a thing, but they tend to get slaughtered in great numbers against a proper stack, even from someone without a warfare spirit. It's not just the free upkeep that makes Raiders OP. You get like 15 without spending a single production point or using any powers just by filling out the tree. They're also faster than other ancient units, get a 20% Combat bonus against militia, and are vampires that heal after every combat. Toss in a bit of Forced March and Reinforcements (both of which are stupid cheap in the ancient eras) you can pretty easily conquer the entire continent by the end of the third age without building a single military unit or researching a single military tech. Plus the AI just doesn't build "proper stacks" except by mistake. I can't tell you how many Cannon/Cannon/Arquebus/Cannon/Arquebus stacks I saw while steamrolling Rome in my last game. There were some Pike/Grenadier/Mounted Rifle/Arquebus/Arquebus type stacks, but they were by far the minority. Zurai fucked around with this message at 22:10 on Apr 3, 2024 |
# ¿ Apr 3, 2024 21:52 |
|
Clothing is made at the Clothing Factory, which... appears to be only available from a tech in the Age of Rocketry. If you had a variant age there (IIRC Utopia replaces Rocketry) then you're SOL. Which is very dumb and needs to be changed. Incidentally and tangentially related, a number of things in the game refer to a "Research" good. There is no such thing. What it really means is Analytics.
|
# ¿ Apr 4, 2024 18:18 |
|
Bremen posted:My guess is they changed that late in the game because it was confusing with research as a resource, but didn't catch all the places that used the term. Yeah, it's pretty obviously just an oopsie from a name change. I'm positive it was caught in QA before release, and it should have been fixed because it's not even a drat code-level fix (unless those descriptions are hard-coded, which... lol). It's just sloppy, and it confused me in my previous playthrough because I thought the only way I could get a benefit from the Worlds Fair improvement was by keeping around a couple of outdated Inventor's Labs. It wasn't until I actually checked the city's goods production a couple dozen turns later that I realized it was eating the Analytics instead of Inventions.
|
# ¿ Apr 4, 2024 18:34 |
|
Education represents primary education, not university-level stuff. Those are mostly represented by Specialists. Also, secular governments do eliminate the need for religion. Both Democracy and Communism remove the religion need (Communism also removes the luxury need).
|
# ¿ Apr 7, 2024 02:24 |
|
The Age of Ecology (I think that was the one) includes various ways to terraform the world toward grassland from any kind of terrain except maybe mountains.
|
# ¿ Apr 9, 2024 08:12 |
|
Canopus250 posted:Utopia was utterly disappointing as unlocking a late game option that's worse than a regular city is a choice. They're not worse than a regular city at all. Very limited and specialized, yes, but not in any way worse. Every brain coral resource on the map represents 20 research or 20 culture (or a couple other similarly powerful options) once you refine it. That's extremely powerful. It takes way, way more investment to get a standard city producing that much. Also, arcana doesn't disappear when you age up, it just stops appearing. Any arcana that you haven't already hoovered remains in place. Zurai fucked around with this message at 03:09 on Apr 11, 2024 |
# ¿ Apr 11, 2024 03:01 |
|
Power can be exported from your mainland cities. So can food, religion, etc. You also don't have to worry very much about needs once you hit 10 pop because they can't grow naturally anyway. And I was absolutely able to continue harvesting arcana from my core cities after the age switch, I specifically watched out for it. This was pre-patch though, so maybe that changed things in the background? EDIT: And again, that's 20 research/culture from a single brain coral resource. Just one. Four pop total, two to harvest and two to refine. If you're running Mound Builders then the culture may not be as important, but the research is still the best in the game. Zurai fucked around with this message at 03:22 on Apr 11, 2024 |
# ¿ Apr 11, 2024 03:20 |
|
AG3 posted:I'm not thrilled about the way researching automaton farms and plantations means you can't build non-aether versions until the automaton ones get obsoleted, since any city without aether supply can no longer harvest new resource nodes. You can send aether from other cities to that city of course, but you may not have the capacity for that in the aether-harvesting cities since you only have up to 3 export slots and a region can only export goods to a single target region at a time. It's not like the improvement does nothing if you don't have aether to convert. It just won't give you whatever the aether conversion is. They still have a better return than older-age improvements. There might be other reasons for not wanting to upgrade (for example, they replace the Age of Monuments farm/plantation improvements that give housing in addition to harvesting resources, which could cause problems) but they don't remove your ability to harvest goods in cities without aether.
|
# ¿ Apr 11, 2024 15:52 |
|
AG3 posted:It just would've been nice to have the option to build the old tech sometimes. This I heartily agree with. there are definitely cases where the "upgrades" are downgrades in some way and losing access to the old versions sucks. This is true with both improvements and buildings.
|
# ¿ Apr 11, 2024 16:04 |
|
The undo function is... rather buggy. I softlocked the game once by attacking with an army, forcing the enemy to retreat (with my army moving into the displaced enemy's hex), upgrading one of my units in that army to a leader, then undoing. What happened is that it reverted the combat, movement, and promotion... except that it didn't move the promoted unit back with the rest of the army. That meant I had a random pikeman mixed in with the enemy army. I had nominal control of the army, but couldn't actually move or attack with it, and deleting a unit from the army made it so I couldn't select the army anymore but it still showed up as an army without orders, so I couldn't progress the game.
|
# ¿ Apr 11, 2024 17:24 |
|
I've found that the AI is extremely aggressive diplomatically at all points in the game, but they're extremely conservative with their armies. They'll surround a city with like 5 armies and then just sit there because they can't win without taking significant losses. They almost never attack unless they have an absolutely overwhelming 1-to-1 advantage. Their army composition also frequently sucks (I've mentioned it before but I swear half their armies are siege-siege-ranged-siege-ranged with no front line) so it's usually pretty easy to roll them up over the course of a few turns as long as you're willing to use your military XP to keep your units' HP up and withdraw them from dangerous positions. Even on middling difficulty levels the AI builds vast quantities of units, far more than I ever do, but I've never even come close to losing a city to the AI, let alone a war.
|
# ¿ Apr 11, 2024 20:28 |
|
FrancisFukyomama posted:I’m a bit confused, do domestic import slots exist? I set one of my cities to export lumber to my capital and while it’s showing that lumber is being consumed for export I’m not seeing any extra lumber in my capital. Does it just take a turn? There are no individual import slots. As long as the city is in the list of locations to export to, you can export any number of goods to it. They might take a turn to show up, not sure.
|
# ¿ Apr 16, 2024 05:35 |
|
Jabor posted:A chaos event where the downside is "everybody gets hosed up" sounds like you should absolutely pick it every time. The AI tends to build way more armies than players and is not generally very bothered by random barbarians spawning in next to their cities. Especially at higher levels when they get massive bonuses against barbarians.
|
# ¿ Apr 24, 2024 18:49 |
|
|
# ¿ May 10, 2024 08:13 |
|
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.
|
# ¿ Apr 29, 2024 19:58 |