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21
AtG - General Discussion / Re: Issues and suggestions V23 alpha
« Last post by clayffo 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
wood
exploration/surveyors
metal

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.

bards
loggers
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.

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AtG - General Discussion / Re: Issues and suggestions V23 alpha
« Last post by jon_speelman on April 30, 2018, 08:52:57 AM »

Hi,

I'm a (professional) chess player who's played a lot of Civ and more recently Galciv but am new to AtG.

I got a key for the Alpha a couple of weeks ago but haven't yet had a reply to get onto  the alpha testing group. I've played the early opening a number of times and even once got to a kingdom before food became a big issue but at the moment am somewhat clueless.

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
wood
exploration/surveyors
metal

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?

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

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


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

Some other general questions

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

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

I'm guessing that I'm not stressing food multipliers enough.

Anyway, I think that's enough for the moment.

Many thanks,

Cheers,

Jon

23
AtG - General Discussion / Re: Issues and suggestions V23 alpha
« Last post by clayffo 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. 





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AtG - Developer Updates / Re: Mid-April 2018 Update - Playtest Thoughts
« Last post by fungalreason on April 20, 2018, 09:14:50 AM »
I really like the change to shift to starting with only gold.  Before it felt like the clear option was to wait and buy 10 lumber from the first caravan and build a tier one building.  Now the options seems more open.

One thought for the foragers issue:  perhaps they could identify deposits faster and/or receive bonus resources upon identification?  This would give a short term boost and create a trade-off
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AtG - General Discussion / Re: Status report, please?
« Last post by Ximenaz on April 20, 2018, 02:51:57 AM »
What I want is a guide from a knowledgeable person to be useful in the future.
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Demand Most people will always want the knowledge that the website offers.
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AtG - Developer Updates / Mid-April 2018 Update - Playtest Thoughts
« Last post by Jon Shafer on April 18, 2018, 09:20:27 AM »
Hey all,

This mid-month update will be dedicated to some of the general thoughts I've had while playtesting. It's more or less a copy of my own notes, and should give you an idea of what sorts of things I'm thinking about as both a player and a designer.

I've actually decided to just provide a link to a Google Doc this time around, as the text formatting options here are pretty lame and rather than spend an hour copying everything over and making it look nice it's a whole lot easier to just point you all at something that already works (something I may do again in the future for similar posts!).

Here is the link to the playtest thoughts doc.

We'll be back in a couple weeks with a continuation of my playtest log from last update.

'Til then!

- Jon
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AtG - Developer Updates / Re: April 2018 Update - Playtest Report
« Last post by Jon Shafer on April 18, 2018, 09:19:33 AM »
Coming up very soon. Will be doing a big pass through the forums getting everything back in order. Thanks for sticking around!

- Jon
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AtG - General Discussion / Re: Pre-Alpha Supposedly Finished Today (7/31)
« Last post by Rockisx on April 17, 2018, 03:26:31 AM »
I like the story that you bring to talk very much. Because it made me find more information to talk to you.
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Forum Announcements & Questions / Re: Beta Testing Group
« Last post by Rockisx on April 17, 2018, 03:25:48 AM »
Like, I've seen something similar to what you said is a significant issue.
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