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Messages - clayffo

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AtG - General Discussion / Re: issues and suggestions V24.0
« on: August 08, 2018, 07:02:46 PM »
I want to talk about kingdoms in this message.  I played 328 turns on the attached play through without establishing a kingdom and I felt no need to do so.  in fact, If Jon can fix my issues, I will continue on without a kingdom.  after doing some reading on Germanic kingdoms of this era, I noticed a few issues that are not addressed in this game, but impact the value of kingdoms (or lack thereof)

-  the most fundamental difference between a  tribe and a kingdom is how it is managed.  Tribes were nomadic and collective in decision making.  Generally the strongest warriors  would make the tribal decisions with the support of a chief. 

as I start a game, yes, generally all of my decisions are based on the collective best interests.  I don't train people necessarily on their preferences but on what we need.  as problems arise, of course things get shuffled around.   I move the tribe around as needed to get the resources wanted.  even at turn 328 I, as the player, have very limited control in how I can influence the tribes behavior.  They can revolt on me with very limited consequences.  (punishment actually hurts me, not them)

a Germanic kingdom took to the influence of Rome in structure and was of 3 parts, King, a Noble court, and Religious leadership.  Additionally, they became more "Roman" in their adoption of language, culture, and technology.  Finally, a kingdom existed in an area of absolute control, control of the borders, control of the Roman peoples living in the countryside, and control of governance (Romans were not represented in the court)

Evaluating the "kingdom" decision in this game, I see none of the characteristics consistent with a true Germanic kingdom.  You get a very small amount of ongoing fame and a little bit of control. 

 I would like to see some items consistent with a kingdom to include:

- a castle with the surrounding support of a town.  Castles shall allow for additional bonuses such as gold production, military training, and food production
- ability to  create a garrison and build garrison troops
- establish a King and Noble council who will have special skill trese designed for different leadership styles (bonuses to war, commerce, governance, etc) and an ability to enforce compliance of its' peoples
   It will require you to remove people from the current camp roster screen and create a second screen for the King and Nobles.
- great expansion of territory granted (5 or more control points)
- automatic granting of watchmen to maintain security of the kingdom.  areas of control shall give bonuses to defense and reduce enemy movement)
- Establishment of a church and a new tech tree for religion
- ability to conquer and own other AI tribe camps.  camps shall turn into towns with greater control and bonuses to production
- establishment of trade routes and influence over goods on the market
- improved ability to acquire high level troops, such as knights and man-of-war

I think the cost of establishing a kingdom should be considerably higher to offset the benefits.

Additionally, because this game is clearly not a 300 turn game as was originally designed, I would like the high end cap for clans to be extended from 52 to 75

AtG - General Discussion / Re: Steam update today
« on: August 08, 2018, 04:21:44 PM »
the game works now.  it is still prone to crashing, but you can get a good playthrough in

AtG - General Discussion / Re: upset angry etc
« on: August 08, 2018, 04:20:40 PM »
I agree that managing people and their preferences is a huge pain in the neck.  it would be great to have a chart that could identify potential conflicts before you commit to a decision.  It would also be nice to have a meter that showed future conflicts arising prior to the angry alerts.  a common problem I have found is that two people are fighting because they've worked together too long.  If you don't address this issue like immediately that turn, they can go to angry or refusing to work as soon as the very next turn.

AtG - General Discussion / Re: Do resources respawn?
« on: August 08, 2018, 04:15:40 PM »
the answer is no

AtG - General Discussion / issues and suggestions V24.0
« on: August 08, 2018, 01:10:31 PM »
ok so I played a game through 328 turns.  I'm currently on an unrecoverable crash, so I thought I would  take some time to review the game in the current version. the map being discussed is the july 26th group game.

If you read my previous post the other day, I mentioned an increase in the challenge of the game and some changes that were uncomfortable.  I found ways to forge ahead and overcome these changes.  The biggest adjustment I had to make was my initial priorities.  the top priority in this game is getting wood going.  Its' not real clear, but logging production is now based upon +1 wood per surrounding square of woods around the logger.  Therefore, you have to find a forest and put down your logging camp there.  When the camp taps out, you lose all the forest around the logger as well.  This makes it critical to get stone up asap and build a woodworks.

Additionally, some of the civs start significantly advanced.  in this game, the Lombards (pink) directly to the south start with a cattle ranch, sheep ranch, iron mine, salt mine, vineyard, and wheat farm.  they also have 2 warriors and 3 bandit camps in their territory, so attacking them takes some planning.  Having a Civ start so far ahead of you makes the game more defensive and, at least for me, pushed me to move north and west.  Unfortunately, there is a Roman camp directly west, so that makes 2 expansion paths not possible early on.

about 5 or so recruits in, I got a livestock guy, so I did something I never did in previous play throughs, I used the fishing boat.  This was a game saving moment for me as my food options were limited.  I did not want to use a hunter on the sheep and deer to the north, as I needed cloth and parchment.  There is not a river nearby, so I could not put up a trader to buy these resouces (cloth and parchment) until much later in the game.

Here are some items that I liked and disliked about the current version:
-  too many demanding characters that refuse to switch trades.  I found it hard to get a farmer with so many of the initial clans restricting me to metalworks, honor, discovery, and livestock.  Oddly enough, a batch of agriculture guys come through right after I no longer needed them.
-  Baldric has a permanent "Sullen" trait, which makes her upset all the time.  she also has a "gains no experience unless in a social trade" trait, which means she has to work in the camp.  This creates a lower mood with other clans and you cannot fire her.  You can, I suppose, send her to get captured by bandits, but that's a workaround
-  On several occasions I had no choice but to punish a character.  Let's take Hilbrand for example.  He was an honor camp guy of mine  and he had a conflict with someone else in the camp that required me to punish one of them.  I could not just separate them as the other clan would be upset for their desire of him being punished not getting fulfilled.  So I punish HIllbrand and now he has a PERMANENT trait of refusing to work.  The only things I could do was give him alcohol (this is a temporary work around) and move him to be a farming apprentice. 

again this is silly that you have to use an unworkable characters or send them to their deaths.  There should be a way to resolve disputes and allow them, over a few turns, to get back to at least being neutral. Otherwise, maybe you could have the option to put them into slavery, whereas you would get a discount of food use, but would have no family growth and reduced production. 

-  I like the shepherd idea and used it.  However, I was extremely disappointed when I put up 2 sheep ranches and discovered that the +1.25 sheet per turn only applied 1x, when it should have applied to each ranch, giving me 2.5 sheep per turn.  as a result, my grand plan of using 2.5 sheep per turn to make both cloth and meat failed.  This should be fixed

-  galleys dont' work.  There is some great land directly east of your starting position, but you have to either walk through unfriendly territory or sail.  When I tried to move my camp, spearmen, and explorer onto the galley, the option is greyed out (merge armies). 

-  The food production counter is broken.  Currently I have 263 food, 2 wheat farms, a butcher, a cheesemaker, baker, breadmaker, briner and plenty of salt.  However, it shows my food at -0.1 .  Additionally, the briner and cheesemaker apparently don't work at all as I have no stocks of preserves or meat.  In version 23, if you check my attached game file, I had over 1000 preserves using the briner with salt and meat.

-  the flax plantation doesn't appear to be balanced correctly. it is located to the west of my main camp, along the border with the Romans.  It only produces 4 flax per turn with an apprentice and some upgrade boosts.  However, the wheat plantation to the South / Southwest of my main camp produces +42 wheat per turn.  why is it that one farm can be a +42 and a mine can be at +21, but a flax plantation is only at +4.  in order to use the tailer, you need +8 flax per turn.  this puts me at -4 per turn.

-  apprentice upgrades do not scale balanced with output.  For example, I have 2 iron mines.  why do I have 2, well because the 2 mines produce a total of 46 iron per turn.  However, if you  go with 1 mine and an apprentice, your output reduces to 23  Even after some character upgrades with boards, you can increase the apprentice to +9 iron, making your output +32 .  This is applicable to all mines, not just iron.  yes there is an offset of having to use 20 stone to make a second mine, but I feel the sacrifice is well worth it for +14 extra iron per turn.

-  Im not at all on board with how attacking other civs work.  There appears to be absolutely no benefit to capturing another civ.  you turn off their production, but you have to keep a soldier there to prevent them from restarting.  It should be like Civ 5 where you cap their city and you get all of their resources and territory.  If you see my game, I cannot expand south and take advantage of the horses, cattle, salt, unidentified plant and vineyard because they are in alemanni and Lombard territory, even though the Lombards and Alemani are effectively defeated. 

-  There is a neutral wheat farm right next to the Alemanni.  I cannot capture that farm.  when I put my spearmen to attack, the command is ignored.  I had 3 spearmen against 1 neutral warrior, so it should not be a problem to cap that farm.  it may have something to do with it being in alemanni territory, but I don't know.

-  fishing camps.  Currently you can only forage for fish, however, fish do not regenerate.  It would seem to me that if you can build permanent wheat farms that don't exhaust, you should be able to build fisheries.  Once I exhausted all the fish, I had to move my camp back to the water and bring in my fisher for retraining

-  I find the desire to be in a warm place to be an aggravating problem that takes away from the game.  I had two characters, Alman, who had to be in discovery, and Ogier, who has to be in honor, both moving back and forth into the camp to meet this request.  Alman was an explorer, which really wrecked me when she was 20 squares from my base in winter.  she ended up getting angry.  Ogier had to be removed from my army and retrained in camp.  This meant retraining a camp honor guy to be a spearman.

-  I will bring up the issue again with "dig in."  there should be a warning or automatic disengage of "dig in" when winter hits, so the characters don't lose health without you realizing what's going on.  my 3 man spearman army had to disengage and spend 10 turns in winter going back to heal due to this.

-  There need to be more optional pop up windows to track resource production vs. use, as well as who is doing what and when. 

It s very time consuming to have to constantly click on field staff and make sure they are not upset or have useable upgrades that I'm not aware of.  In the camp, you can see pretty clearly who's doing what, however, you can't tell if you're optimized and if someone is even being useful.  When winter hits and farms go offline, there is not message saying, "hey, your breadmaker is offline as there's no wheat. you should retrain them for the winter" 

Additionally, you can have an apprentice feuding with a miner and be totally unaware that this is going on.  you may be losing up to 9 materials per turn for no reason at all.  worst case, your miner gets to the point where he refuses to work and you have to abandon the mine.

-  there are some problems with the Enoble skill.  some tribes can get it , some crash the game when you enoble them.  For example, I wanted to enoble either Biegel or Faramond so they could be scribes.  However, both crash the game when you try to enoble them.  Oddly enough, you can enoble manheim and alderman, who are both in honor.  YOu may have noticed I have 2 tinkerers, this is the reason. 

as a final note, I found it to be funny that the Arnold Swartzeneggar portrait guy was named Manheim, as that was the name of Arnold's character in the movie Escape Plan.

I think I've said enough for right now.  my game file is attached, HOWEVER, be warned that it will crash on turn 328 no matter what you do.  please use it for reference and instruction as you see fit.

AtG - General Discussion / Re: Issues and suggestions V23 alpha
« on: August 02, 2018, 03:41:22 PM »
Although I can only get through 11 turns before crashing v24.0 I have a few strong opinions

-  the starting mix is wrong.  The caravan doesnít sell wood and the logger only produces .7 wood per turn.  Requiring 20 wood to build anything puts you at a severe disadvantage from the start.  Caravans should start off selling the most fundamental items like wood , cloth and iron

.  A logger should produce at least as much as a wood collector if not more .  Otherwise 2 wood collectors will bleed your wood supply low very quickly

-  I think that 6 gold for a standard weapon is well overpriced .  Buy should be 3 and sell 2
-  bring back the disguises.  In the current version you canít activate conversation with other players.  This means you canít declare war and cap properties. 

-  lack of wood creates farm building issues.  You canít invest in food, iron production and wood at the same time.  You also canít get cloth by turn 12, so you stop recruiting.  Balance is all wrong now

-  the group game July 26 has you recruit a bunch of tribes that have excessive restrictions on them.  Half my characters had issues like get angry if taken out of x trade or gets angry if not at settlement or structure.  You cannot build a civilization with a bunch of prima donas.  Change this back ASAP

AtG - General Discussion / Re: Steam update today
« on: August 02, 2018, 03:13:49 PM »
Iíll post when it works reliably for me but I canít vouch for everyone.  Iím having portrait errors that crash the game once certain characters appear

AtG - General Discussion / Re: Steam update today
« on: August 01, 2018, 04:29:42 PM »
you can try. I tried and the game keeps crashing for me.

AtG - General Discussion / Re: Issues and suggestions V23 alpha
« on: June 04, 2018, 02:35:56 PM »
ya, if you punish the baker and don't use parchment to retrain him, then it will take like 8 turns to get him re-trained. 

AtG - General Discussion / Re: Issues and suggestions V23 alpha
« on: May 29, 2018, 11:50:02 AM »
hi Jon,

yes I mentioned earlier in this thread that the "dig in" problem going into winter and suggested changing the design so that once units hit low resources (yellow) they "wake up" and force you to take action with them.

regarding fighting and criminality - one of the core game mechanics is managing people and the associated risk.  the time period is during the fall of the Roman empire, my guess around 900-1000 AD.  3 major cultures are creating chaos in the region, that  being the Romans (civil war and war with Germanic Tribes), the Mongols (conquest from the East)  and the Germanic tribes (at war with Romans.)  you play as a one of hundreds of small tribes that are stuck in the middle region, north and east of Rome and west of the Mongols.  as you can imagine, there are a lot of issues in a war torn area and those issues manifest themselves in the types of tribes you are given.  The reason you can't just dismiss them and re-roll for more tribes is that the intent is for you to find a way to make it work.

you have to take some time to evaluate each tribe and attempt to place them where they will do the least harm.  it's not like civ 5 where a worker is a worker and they are all neutral.  here are some of my strategies

 -  criminality only appears to affect other tribes on the same tile.  these tribes should be placed in field jobs, preferably ones alone such as wood collector or farmer.
I had one guy that ended up committing 6 crimes, but because he was a hunter, no one cared.
-  if you have to place someone in the camp that has a high risk of fighting or has outright negative traits (like leper) then you have to have an exit plan for them.  at some point you will have to move them or the person affected by them to a job outside the camp. 
-  mid to late game, if you have the resources, you can punish the criminal and reset them into the camp.  if you have excess parchment, you can quickly retrain the person in a few turns and hope they do not continue committing crimes. 
-  a strategy I use is to keep someone with the "no other tribe may commit crimes on this tile" trait in camp.  this negates the problem of people with high risk of committing crimes.
-  another strategy is to keep people with trait to improve happiness .  this overall reduces the risk of crimes and fighting

AtG - General Discussion / Re: Issues and suggestions V23 alpha
« on: May 01, 2018, 05:57:01 PM »
you have to look at their traits and preferences.  Some of them have specific requirements, like "prefers not to be a explorer, trader, or surveyor" or "prefers to be outside the camp" .  Additionally, if someone else on the same square has committed a crime and you have not punished them, the other party will get mad.

 there is a random chance that two clans will not get along for no good reason.  at that point, one of them has to be reassigned to another square.

A good strategy is to assign people with qualities like "no other clan can commit a crime on the same square" or "raises all clans on the same square up by 1/4 happiness" to your camp, even if that person would have bonuses to doing field trades. 


AtG - General Discussion / Re: Issues and suggestions V23 alpha
« on: April 30, 2018, 11:25:45 AM »
hi jon speelman,

Here are some responses that are based solely on my opinions.

I'm very impressed by your download and the expansion you've achieved and have some fairly baby questions which I hope are appropriate here and you or others may answer.

So in the very early opening I guess you need:

food – gatherers or reapers first depending on what's nearby

I presume that food is #1 and of course it depends on the specific position what comes next (if lots of nearby abandoned farms or lots of unidentified plants/metals then explorers/ surveyors quickly) but was wondering what order people generally train these?

- I always get a gatherer within the 1st 4 clans.  You start with 7 food, which means 7 turns and you're in famine.  If you can get a gatherer on berries within the first 5 turns, you can get your food up to about 15, which is adequate to survive the first winter.
     -next I always start with a wood collector, get about 40 wood, then convert him to a logger.  This gives me the opportunity to build a mine and farm quickly.
    -  the rest are really a matter of how the RNG comes out.  try to match up traits / preexisting skills to the appropriate tasks since early game it's too time consuming to retrain or force a task (for example, don't put someone that refuses to camp or fight as a bowman).  This means that I have to be somewhat creative in how I get my resources.

This is a resource management / strategy game, so utilization of intelligence and research matters.  I always play about 30 turns, get a lay of the land, then reset with a strategy.

Once you're mildly set up, you clearly need multipliers of different sorts to expedite progress.

metal workers – blacksmiths or weapon smiths? 
bods to transform food into alcohol or wood into different things.
research expediters starting with loremakers

- the key to this game is gold.  many of the items you need early on (cloth, weapons, tools, horses) are not readily available to you.  I do a modest circle around my immediate territory with an explorer, then convert him to a trader as soon as possible.  I also make sure to get bowmen (at least 2) right away and do some pillaging and bandit killing for quick cash.

 - I use my second discovery guy to rotate between bards and lorekeepers.  early game I use the bard when I can afford alcohol and then switch him over when I'm out
 - blacksmith / weapon smith the same thing.  Rotate between the trades as needed. 

I'm probably missing a lot out but have people got favourite move orders yet?

- depends on the roll.  don't fight the roll or you'll end up with a lot of disappointment when people are fighting and / or refusing to work.

Some other general questions

What do you do during the winter – a lot of Ctrl E?

 - structures like mines and logging camps work through winter.  berry collectors also work winters, but at a lower production rate.  Other people, like hunters, explorers, and wood collectors have to rotate between camping and working to maintain at least yellow supplies.

How do you manage to feed your bods once you get past about 20 clans?

- I personally make it a point to get 20 stone blocks as soon as I can by buying them from the caravan (this goes back to the cash comment above).  a permanent farm with 2 apprentices and a baker go a long way to satisfying that goal. 

also, we have moved onto a new play test game.  I have not had a chance to play it as of yet.  It is attached to this post for your use.

AtG - General Discussion / Re: Issues and suggestions V23 alpha
« on: April 24, 2018, 07:11:01 PM »
Watchtowers -  looking at the game, the romans and the bandits have fortresses, but we do not.  I think it would be nice if watchtowers could be upgraded to fortresses, including bonuses to control area, a defensive attack ability, and an ability to retrain the watchman as a soldier to defend the fortress.  once upgraded, the fortress would be a permanent structure and the watchman lost if demoed. 

3rd tier permanent structures  - we have 3rd tier skills, but not 3rd tier production for them.  as noted above in previous comments, once you get to end game, certain materials like coal, stone, and iron cannot be produced in great enough quantities to meet demand.  You will notice from my pictures that there is a fair discrepancy between grapes and steel tools production.  (this is not the only example).  I would like to see an upgrade option to increase production.  This could be either through materials upgrade or additional profession skills.

You will also note from my game, if you download it, that most of the 3rd tier skills and none of the 4th tier skills are trained.  According the jon, the game was designed around a goal of 300 turns.  I am at 375 and have neither the army nor the materials to play end game.  Additionally, I need 640 cloth to upgrade my clan capacity.  This is a tremendous amount of cloth considering there is no good way to produce huge amounts of cloth.  I lack the people to train more fame skills to get more people (currently 16 turns for the next) and I lack more people needed to attack the romans, including building additional watchmen and supply depots to extend north enough to get to the romans. 

AtG - General Discussion / Re: Issues and suggestions V23 alpha
« on: April 16, 2018, 06:47:32 PM »
I played through 371 turns on the group map over the last week and here are some comments:

1.  certain resources can be scaled up very quickly such as gold, grapes, barley, food, iron, and preserves.  However, some items don't allow for upgrades to accelerate production, which hampers growth.  These are items such as stone, stone blocks, alcohol, oil, all animals, and anything steel related.  I have found it very challenging to move from the 2nd tier to the top tier of upgrades due to requirements for steel, steel tools, weapons, and armor. 
     -  there are curious inconsistencies in the professions chart that affect upgrades.  For example, there is a smelter to improve performance of iron mines, but the same upgrade does not apply to other mines like stone, peat, salt, and coal.  Additionally, there should be sledge driver upgrades for mines, not just loggers.  When you get to the 2nd tier of stonemasons, it becomes very challenging to meet the requirements when I am currently producing 8 stone per turn, but stonemason requires 30 stone per  turn.
     -  Stone blocks.  the base stone block profession of stone cutters is 1 stone for 1 stone block.  However, the 2nd tier upgrade of stone mason requires 30 stone for 10 blocks per turn.  This is no good as it serves as a penalty for upgrading, as well as slowing down growth
     -  Steelsmith is a similar inconsistency that penalizes the player.  Not only is the cost ridiculous (10 iron/10 coal for 1 steel block), but the tier 2 seems unattainable at 40 iron/coal per 4 steel.  Currently I am producing 19 iron and 10 coal / turn.
     -  I have mentioned this prior in this thread, but I do not know how to use "overseer of the range."  the option to train someone in it does not exist.  All I can think of is that learning it allows for V2 ranches to be built.  Additionally, there is no way to upgrade the ranch so it can produce additional animals on a turn by turn basis.  This is very unfortunate and does not make any kind of sense.  Animal husbandry would normally occur on a ranch
    -   There should be an upgrade from spearmen to heavy spearmen.  The jump from spearmen to men at arms is excessive and quite unattainable until very late game.

2.  Clans and families.  I don't really see the trade off between family size increases and any tangible benefit.  Families cost more food as they grow, but the subsequent  Clan does not appear to improve it's productivity.  If it does, there are no notes about it.  The wiki mentions that you have to keep up with family growth (more hungry mouths to feed) but does not offer a way to counter this affect.  Additionally, the game does not allow you to fire / kill a clan, so if you recruit an unproductive/unhelpful clan, you are stuck with the food bill

3.  Supply depots  - I found this unit to be odd (not talking about the lack of graphics).  So you have to settle this unit in your territory, which subsequently gives you more territory, but does not maximize the affect like a watchtower does.  then you bring you units onto the square and "merge armies" which creates a little set of tents on your unit.  Seems good as now your troops should be able to move without critical supply issues.  HOWEVER, this is not a true statement.  I moved an army of 6 units with a supply depot about 20 squares off my farthest watchtower.  They are current showing a status of supply critical, and have dropped in health from 100% to 76%

4.  level cap - I find it frustrating and very limiting to set the level cap at 10.  I had capped out many of my units prior to turn 200, which ended any real incentive to further improve them.

5.  skills cap -  There is clearly a hole here in the design of professions.  it is quite easy, by turn 200, to get all of the 2nd tier skills.  However, the tier 3 skills are a real bitch to train.  They all require steel tools/weapons which are very hard and very expensive to get.  again, there is a gap between tier 2 and tier 3

6.   The trading system is just broken.  The quantities and variety of goods only change I would say every 100 turns.  THis is no good as you can't get things you need, like animals (not counting horses), salt, and preserves, but you can get stuff you don't need every 5 turns, like iron and wood. 

7.  progression and rewards  -  I see now the core problem with this game.  a game like this, like Civ 5, has to have progressions that create a sense of progress and accomplishment.  Once you get to turn 200, you have permanent facilities, kingdom, and have dominated your neighbors, well, the game falls flat.  It becomes a somewhat boring exercise in materials management, including a complex matrix of upgrades that required me to write down notes.  I had to continuous modify clans to ensure I upgraded various new facilities.  For example, I build a new mine, lets say something exotic like salt at turn 200.  I now must go back and train a Nailsmith in order to upgrade the mine; then retrain my guy again back to whatever he was doing prior.  Then I have to train a guildmaster, add apprenticeship slots, and then retrain that guy back to whatever honor profession he was doing.  THEN I have to remember to train the next clan as a miner and send them to the mine as an apprentice.  ugh, and then when you get multiple apprentices, guess what?  you have to upgrade each apprentice as well
   -   The point I'm trying to make is the game is boring after turn 200.  You cannot use the civ 5 formula of technology because the game is specifically local to the region and general time frame (900-1200 A.D.) 
    -  The way this game played out,  I cannot see how a diplomacy system is going to fix this issue.  Quite honestly, I wrecked the avars and Attila in a big hurry and have developments all around them.  I cannot see giving up some of the choice resources such as the olives and grapes near Attila for friendship's sake. 
    -  The second phase of this game (declare a kingdom), in my opinion, should focus on development of a kingdom.  This should include a new set of buildings / upgrades , a skill tree system for clans, apprenticeship upgrades for "families" and access to a more extensive and diverse set of items to trade.  It should also include a great deal more direct contact, conversation, and attacks from the Romans.
     - perhaps an idea would be to amend the professions tree with additional specializations as a bonus for upgrading to kingdom.
    -  additionally, there should be the influences of culture, military and economic dominance.  borders should be able to grow automatically and there should be abilities to recruit bandits and other tribes to yours, including the capture and integration of opposing clans.

I have attached a few pictures of my progress.  I have also attached my game file should anyone want to take a closer look

AtG - General Discussion / Re: Issues and suggestions V23 alpha
« on: April 05, 2018, 08:11:51 PM »

. I don't have problems with fishing either, not sure what the difficulty you are running into could be- I think I always click on the fishing boat (perhaps the first selected thing will be the camp, just click again to cycle to the fishing boat) and move with the numeric keypad onto the water. I think you have a good idea for besieging though.

The thing about fishing is that I learn the skill and then the skill is always greyed out.  I can have multiple livestock guys at level 8 and none of them will train the skill.  Oddly enough, I can train a trawler to improve fishing, but I cannot train a tribe to do it.

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