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Messages - Lincoln

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AtG - General Discussion / Re: How about a competition!?!
« on: February 07, 2019, 01:59:15 AM »
You are probably right. I'd be happy to play with no caravans, though there is no way to insure someone doesn't trade. I'd be willing to use the honor system.

Still looking for an opponent!

AtG - General Discussion / How about a competition!?!
« on: February 06, 2019, 06:57:24 PM »
At this point I think it may be fun to compete to see how fast a game can be won. Either victory can be used but I don't think that at this point they can be compared accept academically.

For either victory type I think a game score should be the number of turns over distance in hexes to the Roman capitol. (The distance should not be traced through mountains. Rivers yes since there are ways to cross rivers) For example a 500 turn in which the roman capital was 100 hexes away would give a score of 5. Tie breaker could be cash on hand. Players exchange files at end of competition. My assumption is that conquest victory will always be faster.

What else needs to be considered?
Who's up for a competition?

AtG - General Discussion / Re: 1.0.0 How instructor profession work?
« on: February 06, 2019, 02:29:53 PM »
I have had no problem removing both crimes and traits. If you have an instructor and the parchment you just right click the symbol in question and it disappears. I'm not so sure I like this ability. If the AI were more brutal I think it would be great in the end game.

AtG - General Discussion / Re: Patch 1.01 new ETA?
« on: February 06, 2019, 02:23:30 PM »
I thought the first update had happened. My game updated about a week ago. Perhaps I was mistaken.

AtG - General Discussion / Re: Hard mode - suggestions welcome!
« on: February 05, 2019, 07:49:53 PM »
Hey Fizzy, Smelters double iron production across the tribe.

I haven't been limiting myself to no stone structures. I can imagine that not doing so could make the game even more difficult.

AtG - General Discussion / Re: Hard mode - suggestions welcome!
« on: February 05, 2019, 01:47:54 AM »
I've played a bit with hard mode and this is what is working for me.

Regarding Treasure and the Caravan.

Starting money can be spent freely.
I never, never choose "Produce Wealth". I cntr-enter if necessary
I never sell more than 5% of any herd animals I own, and 10% of any other good. Maximum is a 100 lot.
I never buy anything that can be turned into food. Never! Otherwise, whatever I can buy with the money I have is fair game.
I only create one trading post until I declare a kingdom when I also allow myself a depot. But only 1 of each.
I have a problem with luxury good sales, steel items, and warhorses. I limit these to 5% of current stock up to a stock of 100. After I limit sales to 5 or 2% of total stock.

I find the negative traits to be a great part of the charm and chaos in the game. I too have perfected my citizens. But I think there should be more random events whereby unexpected events effect the traits of my clans, and even force a new bad and occasionally good change in traits. I'd like to see this tied into internal politics. I'd like to see some strife and factionalism if more than one clan is enobled

AtG - Bug Reports / Re: Very bugged conquering mechanics
« on: February 02, 2019, 12:52:56 PM »
I disagree with some of this about not being able to capture enemy territory.. I don't think given the time frame of the game that the lands of another nation should be so easy to make your own. There is some subtlety in the system as it exists already and much is yet to be fleshed out.

By the way, you can build a watch tower on enemy territory, and if you do it right, you can then build on resources within enemy territory further expanding your influence.

But still, the map is large, it generally isn't necessary to conquer to expand. Being able to ravage enemy powers and get pillage bonuses seems far more appropriate.

Thanks Cuthrasa I hadn't figured this out and its good to know.

AtG - General Discussion / Re: Hard mode - suggestions welcome!
« 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)

AtG - General Discussion / Re: House Rules I give myself
« 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.

AtG - General Discussion / Re: Having lots of fun
« on: January 31, 2019, 05:25:02 PM »
Me too Coin. The game shows great promise. It seems to me that so much of the struggle is internal, that most of the competition with other powers can be designed very subtly.

AtG - General Discussion / Re: Few observation after first game.
« on: January 31, 2019, 05:24:10 PM »
I'm pretty sure the food situation just needs to be added as an input to the current equation hence effecting the percentage growth or loss instead of the turns available. Also I think less food should be available of caravans. I would limit a clans capacity to by food as a percentage of what they already have on hand and this should rarely and only in fall caravans exceed 10 percent of the current flow through out put of the equation. OK, I'm not a math guy but you see what I mean. With regard to herds, a player should only rarely be able to purchase more than 2% of their current herd size up to an occasional 5% with great luck. And herd growth needs to be slowed significantly given the time scale of the game and if more than 10% of the total herd size is sold herd growth should start to drop dramatically. If necessary increase buy and sell costs to make things work.

It would be interesting to have a haggle feature in the game that can sometimes decrease the total of a purchase or sale and the game should have a memory of this effecting sales, gouging and even availability in future caravans.

AtG - General Discussion / House Rules I give myself
« on: January 31, 2019, 05:07:22 PM »
I love this game but a few things have yet to be implement or sorted out.

In the mean I am doing the following to make the game more exciting.

1. I never, NEVER, buy food from the caravan.
2. I always declare war before entering enemy territory with fighting troops.
3. Except for the minor presence on the map, I only pillage and never capture enemy resources or the settlement.

Is anyone else placing any restrictions such as these?

I'm gonna post this in a couple of threads because it address several issues people are talking about.

I believe I am playing my first game after the new update. I played the Franks and had the Goths and Lombards next to me and the Romans to the South. I'm somewhere in the middle game about 14 years in.

For the first time my neighbors really tried to harass me! I was lucky to be near several mines including a stone quarry so I was able to go to permanent structures very early. I had a nice little kingdom going about two years or so in when all of a sudden the raiders showed up. I assumed it was because I had left myself with no army in my building frenzy. Regardless, they started pillaging their way toward my settlement. I was surprised to find that I could rebuild anything that was pillaged in just a couple of turns. The only reason this was easy for me was because I already had a lot of stone blocks. Still, it was a close run thing. The two countries hung around pillaging in the good months and trying to survive the winters for three or for years. I eventually had to be careful in choosing when to repair things. During this time I had and average of 4 turns of food with a depreciation ranging from .01 to .04 percent of a turn. Eventually I had to eat from my herds during lean months.

(Note: this was the first game I have played where I did not purchase any food. I have decided that until this aspect of trade is fixed that the only exciting way to play is with this house restriction)

At first I was attempting to turn new tribesmen into spearmen but I realized that would just take too long. So eventually I just switched to a war footing and drafted about 8 spearmen out of about 14 to 16 clans not working resources. This was necessary because the Goths had a force with a power well over 100. I had to keep my recruits inside the settlement to avoid combat. However when I eventually met that force it so depleted by the weather and its moral so low that I beat it easily.

By the time I met the Lombard skirmishers it appeared their army only consisted of 3 archers. I believe this force was as strong as the other at first. Either they died from exposure or were attacked by the Goths or ... and this is my hope; at a certain point the Lombards left off pillaging for about half a year and then returned. I believe they switched forces. This is interesting and important. I have found after numerous games that the other kingdoms tend to have two forces. A strong one and a weaker. In some cases like the Huns I have seen two strong forces. Nevertheless, once this strong force is destroyed only the week force remains to protect their settlement. This is in fact what happened with the Goths this game. I have yet to find what the Lombards have waiting for me when I go after them. In fact, prior to this, the only time I have found a strong force in an enemy settlement is when I have declared war on them and in most cases I have also bungled something so they have some time to bring their strong force back close to their capital.

At this point I believe that the AI strategies consist of the following:

One or two STRONG forces and one week force.
All strong forces eventually go out pillaging and are often far from home.

I have never seen the AI react to events and start building a new strong army after losing that army. I have seen middle sized armies hanging out on the periphery. This is interesting and makes me very hopeful for the following reasons.

There has been a lot of confusion about how warfare works. Often you find that you can't attack enemy armies even after you have declared war and ravaged their settlement. However, sometimes after declaring war and doing a little damage the enemy will send a message, "Lets settle this on the battlefield" It appears this is the only time you can attack an enemy force unless they are in your territory and pillaging you. 

I have to ask: "Isn't this exactly what I did as the Franks?"

So it seems the game has a buffer in it allowing a nation to choose when it will risk its precious fighting force. This is why those middling forces on the periphery make you nervous. There is no wiping out or ending a nation as a threat unless you keep units in the settlement hex ... I think. And it took me years to build up a force of sufficient strength to drive out the ravaging armies. So when we are trying to panzer push our way across the map we find this inability to immediately destroy our foes as incongruous. To me it seems like a much better way of handling the matter within the time scale of this game.

I am thoroughly enjoying this game. I have had the Huns attack me before but this is the first time I have been serious mauled by neighbors. I think it was because of changes in the first update. I too can't wait for more diplomacy options, more random events and such. Be patient!

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