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Recent Posts

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91
@Culthrasa, Thank you very much for your help. It is crystal clear now. I have also found where to switch the barley conversion off.

Thanks again!
92
AtG - Bug Reports / Re: 1.0.0 AI rush...bug?
« Last post by Marko on February 01, 2019, 04:19:30 PM »
The other tribes start at random different stages of development and strength ...
93
AtG - General Discussion / Re: Hard mode - suggestions welcome!
« Last post by FizzyElf 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.
94
AtG - Bug Reports / 1.0.0 AI rush...bug?
« Last post by Hriibek on February 01, 2019, 02:31:17 PM »
It's turn 19 and my neighbour is rushing me with Archer, Spearman and Man-at-arms!
Man-at-arms! A unit that needs steel weapons to train! At turn 19!

95
AtG - General Discussion / Re: Hard mode - suggestions welcome!
« Last post by Lincoln on February 01, 2019, 02:07:16 PM »
I agree the game has to be harder but some of the game's charm is developing strategies on how to use the techs and the caravan. The problem right now is that this can be done too successfully.

I am going to play with no food trades (until this is fixed) and no herd purchases until a shepherd is in the camp. Sales of any surpluses in any item will be limited to 10 percent of available stocks. For now the money created by these sales can be spent to buy anything other than food sources.

I think I am going to limit the create wealth button usage to two turns after a caravan has passes. (A lot of cntr+enter)

I think the traders are nice to get you going but they provide too much gold. No stone trade outposts only wood. I am limiting myself to one wood trade post until I develop a kingdom when I can build one more. Maybe that can be a stone outpost.

I am going to limit myself to completing all the updates for a given bonus at one level before studying a tech with the same bonus at a higher level within the same discipline.

Of course all this may change if the AI becomes more aggressive.

I'm thinking about limiting the size of my standing army to one of each type of soldier. But allowing converting current workers to spearmen between June and August or when the enemy is ravaging your lands. My second option would be 3 archers, 3 spearmen and 1 of anything else.

I only pillage and do not capture assets of other nations. I think this gives them a chance to slowing come back. This does not include neutrals.

Warhorse production is a problem. No upgrades for trainers. No more than one trainer and possibly a restriction that only clans with a small number of families can do certain tasks. (I think growth in number of families should be slowed a bit but keep the difficulty of feeding the population. Maybe more events that cause plagues, famines etc that makes family growth even more luck dependent)
96
AtG - General Discussion / Re: Feedback after first playthrough
« Last post by Marko on February 01, 2019, 01:54:31 PM »
Concerning the professions research tree - I would like a clearer indication which professions form a progression line, i.e. are upgraded versions of one another.
97
AtG - Bug Reports / Caravan
« Last post by purringcat on February 01, 2019, 01:43:05 PM »
Deer are missing from the caravan
98
AtG - General Discussion / Re: House Rules I give myself
« Last post by Lincoln on February 01, 2019, 01:41:41 PM »
Those are all interesting updates!

I try to limit my purchases from the caravan to things I can't remotely get.  Salt, some parchment and cloth early on. Steel things before I can produce it myself. Warhorses are kind of a bug. I've had two games where I can by anything I want if I am producing warhorses. The same could be true with Wine or Fine cloth or steel. I've been able to produce so much stone or coal or wood that I can sell 100 at a time. So I agree that the caravan is overpowered. It would be fine if the amount of available resources were much lower and if you were limited to only selling 10 or 20 percent of any stock you have. Which should drive down the price you can get when selling those things.

In games I've played without purchasing food I get up to about 50+ turns of food in the middle game (turn 12) This is roughly a two year reserve. Isn't that kind of reserve extremely wealthy for this time period? There should be more spoilage and theft from bandits possibly in the form of events warranting such a reserve.

I too have thought about restricting certain techs. Maybe no tier three until a settlement has been built. Or limiting upper tiers to royalty until a kingdom is established.

I think it would be great if some factionalism also developed within your settlement. This could cause a faction to demand that a clan be ennobled. And once there are multiple clans ennobled there should be some kind of internal struggle about who the king is.



99
AtG - General Discussion / Feedback after first playthrough
« Last post by inkontube on February 01, 2019, 01:15:45 PM »
I would like to give a feedback regarding my experience during the game. It was enjoyable but there are certain suggestions I would like to give.

When there are many clans in the main settlement it becomes real hard to navigate them and train them in certain professions - depending which way player approaches to this issue. What I am trying to say they are having their portraits outside the limits of the screen. I suggest some sort of a slider.

This is last descent sorting: https://i.imgur.com/FvTWdDK.jpg

Also it would be good if they are grouped by their discipline.

Another suggestion would be on diplomacy panel it would be really nice to have clear indication which colour leaders are having on the map as their borders. Also a better / clearer indication when we hoover or click their buildings/units to know to whom they belong. Current screen tells us nothing about it https://i.imgur.com/bjwZI6s.jpg

Another suggestion would be regarding profession upgrades. It is a bit hard to click on the plate behind. It might be better idea that we can click on the first one and upgrade will start research.

100
AtG - General Discussion / Re: Hard mode - suggestions welcome!
« Last post by Dark Ages Warlord on February 01, 2019, 12:52:48 PM »
Interesting idea. I like it.

I would suggest more bandit activity, more aggressive tribes that actually invade.
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