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Messages - FizzyElf

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AtG - General Discussion / Re: Patch 1.01 new ETA?
« on: February 06, 2019, 01:26:14 PM »
Agreed, I saw somewhere that Jon can't constantly be communicating. But since we have a roadmap, we need some communication if those targets aren't going to be met.

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AtG - General Discussion / Re: Hard mode - suggestions welcome!
« on: February 06, 2019, 10:19:12 AM »
I'd recommend no stone buildings more as a survival game than something to win at least at this point in my skill level. 

Thanks for the tip on smelters.  For some reason I was thinking they multiplied steel and not iron. 

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I've found that galleys are a huge help in exploring.  Send out a couple of those and you'll have a sense of where just about everyone is within two years.

Also, if you plan to go for a military victory, declaring a kingdom is a trap.  Your settlement can carry your whole army over water in a galley once you find your target.

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AtG - General Discussion / Re: Hard mode - suggestions welcome!
« on: February 05, 2019, 09:44:59 AM »
I've played a bit with hard mode and this is what is working for me.

I got to turn 277 last night using Saxons with no caravan and no stone buildings.  Food was touch and go with a couple years going through with only 4 or 5 turns of food stocked.  I've finally permanently solved the issue with wooden pastures and shepherds increasing my flocks for my butcher. 

I stalled out at 24 clans for the longest time because I didn't think I could afford more.  I'm slowly working my way to 30 now but I don't think I could go past that safely.

I don't think I could have made it without the Saxon extra galley.  I moved across oceans multiple times.  Things got a little dicey on my longest voyage since we had two leprous clans at the time.

My biggest regret is swapping professions that needed tools for training too much.  My biggest limiting factor was iron.  For a victory now, I need about 600 iron to get me to the amount of steel weapons and armor that I would need for either economic or military victory and I only have 70 or 80 left to mine.  So that means I'll have to move again once we find some mineral deposits.  It's a bummer that there aren't any multiplicative professions for raw mineral generation like there are for agriculture.  Doubling iron production would have been great.

Obviously there's some map RNG involved, but my tips would be not use iron unless you really have to and that livestock professions are what's going to be able to actually feed your people over the long haul.  Be careful mining out initial herds of animals.

It really did feel like a solitaire game.  Not sure if I'll finish but the environmental challenges kept me engaged for far longer than in my other games.

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AtG - General Discussion / General tips - No House Rules
« on: February 05, 2019, 09:22:42 AM »
Famine and resources running out are the two big things, but there's also just a sense of needing so many things that I can't really progress.  Like I tread water for a bit and am even comfortable, but I have no real way of getting cloth and, suddenly, I'm out of food again. 

Wanted to split this thread out to give a bit more visibility.  This could probably be a longer guide but here are just a couple tips off the top of my head.  You can take advantage of the caravan bug (fix coming in mid-March) to learn the basics.

  • Gatherers, Reapers and Hunters should be able to fill your food needs for the first couple years.  After that, you can focus them into farming and honor roles not based around food because the caravan should be able to provide everything you need for food.
  • The caravan currently will sell all food items for 3 gold each and then convert each unit of food into a turn.  So to feed your people, you will need to be making an average of 36 gold/year through selling to the caravan and other means.  Even just selling wood at the bargain basement price of 2 gold each only needs 18 units to be able to afford the food.  In the first couple of years, you will want to upgrade the caravan to guarantee some food items in most shipments. Once this gets patched, you'll want to be looking for efficient sources of food like fish in the midgame and butchers in the late game backed up by a shepherd or stone pastures.  Also the food multiplier professions are great.  The baker especially gets value because there is always so many wheat sources.
  • Also, use your starting money to buy the 5 weapons that come with the first caravan.  You can train 1 archer which is usually enough to fend off roving bandits. Don't take on entrenched bandit camps until you have 2 archers.  Early game it's too difficult to heal so you need overwhelming force. If your starting location has 3 or more bandit camps nearby, starting packing up and moving slowing away from them.  They won't spawn roving armies for some time and one archer should still be enough to defend if your workers and settlement are far enough away.
  • Be very cautious when expanding the number of clans or declaring a kingdom.  It seems to me that you can do both long before you should and especially declaring a kingdom is usually a trap.
  • The economic goal is to get stone buildings on iron, stone and forest.  If you get that and one additional resource, you should be able to manipulate the caravan by selling any excess to buy whatever you need.  Then you can either slowly expand your resource gathering so that you don't need as much from the caravan or start focusing on one of the victory conditions.
  • You'd mentioned cloth specifically.  A fully upgraded caravan will always have either flax or wool that you can buy cheap and turn into cloth.  Same strategy for other items.
  • Don't worry if your economy has to pause a year or two because you run out of a specific resource.  Work with what you have, look for the next deposit near you and think about how the caravan could bail you out.

Hopefully this is helpful!  Anyone else who wants to jump in here with tips for the base game, welcome!

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AtG - General Discussion / Re: 1.0.0 How instructor profession work?
« on: February 04, 2019, 09:31:34 AM »
I think the consensus is that the instructor tooltip is incorrect or there is a bug surrounding trait removal cost.

Removing traits currently requires 50 parchment and an instructor to be present.

Could be wrong on this.  I think that you have to punish the clan first and then the instructor can also help clear the negative attitude penalty after the punishment. 

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AtG - General Discussion / Re: Hard mode - suggestions welcome!
« on: February 03, 2019, 04:52:48 PM »
I'd love to get some advice from people who think this game is too easy because it hasn't been for me so far...

Happy to help out.  What have been the problems you've been running into?  Running out of food/other resources?  Clans feuding? External armies?  Something else?

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AtG - General Discussion / Re: Hard mode - suggestions welcome!
« on: February 01, 2019, 03:59:03 PM »
I really like the no stone buildings rule.  In my few starts without using the caravan, it's really about waiting around to collect whatever I need to get to stone buildings.  The biggest limiting factor has been oil/alcohol for me.  I've never had an issue finding animals to trap or a small iron deposit to get me started. 

I agree that it seems that like the way that the caravan and stone buildings were implemented seem to short-circuit the game.  Everything seems a bit more balanced without the caravan with interesting decisions throughout. 

I think the 24 clan rule is interesting, but not one I'm looking to try out right now.  I envision a lot more galley use to move around and totally strip mine the landscape.   40-50 clans hanging out in the settlement and then going to work.

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I just played through my first game as the Saxons (third game total) and made it my goal to unlock all the other clans and explore as much of the map as possible.  I was pleasantly surprised how big the world was.  There definitely should be a way to incorporate the vastness of the game into smaller economic games.  I like alliances giving some vision or maybe even getting vision on parts of Roman land as events could happen.  Those both seem like a stretch.

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AtG - General Discussion / Re: House Rules I give myself
« on: January 31, 2019, 07:04:29 PM »
I was considering trying to never buy anything from the caravan today.  Haven't started a game with this restriction yet but was thinking about which clans it might be doable with.

I love your other house rules as well.  I'll have to implement those too.

Update: about 150 turns into a Goth game with no caravan usage, My big takeaway is that I had no idea how reliant I was on the caravan food bug.  Definitely feels like a better balanced economic system overall without the caravan.  I also have motivation to keep expanding once I had a stone economy since I haven't found all the resources yet.  I love just making money in 4x games and getting rich but the caravan overall seems like it makes the game a bit too easy once you start thinking about it.

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