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Messages - tcmots

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AtG - General Discussion / Re: v1.0.1.5
« on: June 03, 2019, 03:11:22 PM »
2 very important things I've learned from playing version 1.0.1.5!  First, no matter what food resources you set up, your clan growth always outpaces your food resources. secondly, the caravan is now no longer food helpful no matter how much gold you have. Going from 12 clans to 18 is now nearly always a catastrophe, though I assume their might be some hidden strategy I'm missing! I am really having a lot of fun trying to figure this out!!

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AtG - General Discussion / Re: v1.0.1.5
« on: May 28, 2019, 05:26:50 PM »
Well Jon after multiple playthroughs, i'm thinking this might be nigh on impossible!! Going to take a pause and try to think what I might be doing wrong, but for one thing If I train enough to try keep up food resources then bandits intervene. If I train enough clans to stop the bandits we starve. this is after multiple restarts to get the best possible starting positions. I do believe this game has lots of potential.

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AtG - General Discussion / Re: v1.0.1.5
« on: May 23, 2019, 12:11:28 PM »
Been playing this beta version and it is a lot better and very challenging overall, I say anyone who was waiting for update give this version a try! well done Jon, keep up the good work :) So far I've made it to 18 clans once playing as slavs, before starvation sits in. Seems to be no room for any mistakes.

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AtG - General Discussion / Where is the roman capital?
« on: February 07, 2019, 11:00:19 PM »
I have found western empire and have opened up all the contents of their border, but no capital? Do you have to identify it?

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AtG - General Discussion / Re: Suggestions Thread
« on: January 29, 2019, 11:06:48 PM »
~ I believe that somewhere down the line each civ should have a unique military unit, if possible.
~ Watchtowers could have apprentices giving ability to heal. (Or introduce a healer profession)
Suggestion; New profession Mayor (or Village head etc.) (Discovery) (Noble)
Mayors may Create Village Structures (from Lumber) or Town Structures (from Stone blocks) after a kingdom has been established

Villages and/or Towns must be created within borders, and extend borders when built.  They allow a place where clans can Heal, come in from the cold (Villages) additionally Work and Train (Towns).  The limit on clans that can be trained at any one time is not increased.

Should the main settlement be pillaged or occupied a Town may become the new main settlement.

Further idea, a Town specialises in a discipline, granting a bonus to that discipline, and a penalty to the mood of clans outwith that discipline working in that Town
Villages and town sound like a great idea for this game, to making kingdoms special.

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AtG - General Discussion / Re: Pillaged structures
« on: January 29, 2019, 09:27:10 AM »
Maybe it's simply not incorporated into the game as of now.

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AtG - General Discussion / Pillaged structures
« on: January 28, 2019, 04:48:28 PM »
How do you repair pillaged structures?

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