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AtG - General Discussion / Re: Update Plan & Tasklist
« Last post by Jon Shafer on February 19, 2019, 10:16:48 AM »
I'll be posting here on the forums with a stickied thread if we do decide to add full localization support, so this is the best place to keep an eye on things.

- Jon
AtG - General Discussion / Re: near end game
« Last post by jon_speelman on February 19, 2019, 04:56:21 AM »

Hi Clayffo,

Many thanks for posting such an interesting endgame where indeed your position is utterly overwhelming.

The things that interest me most are how you got so many clans and how you've kept them all happy in the settlement.

I presume you must have had several patrons and maybe sculptors in the settlement at some stage and also captured quite a lot of units.
(I gather that once you reach 72 clans, trying to increase the limit crashes the game - is this still the case?)

Obviously once a couple of coinmakers are up then the economy is stable but it must still have been a real undertaking tuning it so well.

With so many bods in the settlement, I guess you'll always have a crime preventer and some mood enhancers (I don't know offhand which these are precisely but believe that intimidating are the former and eloquent the latter - are there other traits that have the same effect?

I see that several clans have lost presumably obnoxious traits so presume that you had an instructor while you were sorting it all out. And I also noticed that a lot of the guys are ennobled.  Is that the simplest way to improve their mood when alcohol fails?



AtG - General Discussion / First impressions/complaints
« Last post by Mouthwash on February 18, 2019, 05:05:25 PM »
Game is generally confusing. Hard to know which professions allow for other professions (e.g. coalmakers being required for every profession that needs coal). That isn't helped by the fact that the resource management is almost Stellaris-like in its complexity, and that it isn't made clear how production works sometimes (for my first game I thought I needed special lumber-producing tiles to get lumber for nearly twenty turns). This can easily turn off new players.

The opposition... where is it? By 404 AD (is there a turn counter?) I had 3-4 spearmen, and this made me invincible. No barbarians could stand against even one of them (not that they ever attacked me), and the nearby Saxons were even weaker - one archer in the capital?! If the AI is that bad, then settlements really should have their own defenses.

Also, not sure what point there is to occupying enemy capitals. Nothing seems to happen, you can't control them (no vassalization feature?), and there don't seem to be any benefits as opposed to pillaging. Strangely enough, despite being competitive and daring, Cerdic didn't declare war on me until after I took his capital. The game still treats him as being an active player. That's an unpleasant way to find out that he wasn't dead, likely couldn't be killed at all, and that war isn't mutual for some reason. However, his attitude was only 'cold'. I looked and discovered why: I had -4 relation for being nice to two of his enemies, presumably for greeting them with gifts. No acknowledgement of the fact that I had entered his territory, attacked him, and taken his settlement!

I don't see what need there is for a road-building ability. They occasionally don't mesh graphically (creating breaks), look very weird once you depart the area, and the AI can't use them properly.

There should be level requirements for certain professions. Otherwise, once you unlock, say, tinkers, lorekeepers are made totally useless and it feels overpowered to be able to create skilled specialists so easily out of fresh clans.

As the Goths, I received treasure occasionally from the Romans (who I'd never met) for my 'loyal service'. I believe this is a Vandals-only event.

The fact that resources are separate entities on the map, and thus don't appear in the scrollover info is atrocious. Almost as bad is that fact that borders and units don't either - so until I got an explorer to find out just who the orange territory and ship belonged to, it might have been Rome for all I knew.

The supply number and families should be displayed in the unit info or on the clan card itself, with no need to bring up any tooltip.

The Franks are Arian Christian, despite them apparently being at war with all non-Nicene Christian factions. They seemed friendly to me, but since I can't tell if they're at war with me - with war not being a mutual relationship - and wars not being reflected in the relationship or influence, I really have no way of knowing. I sent a scout in, but they didn't go after it.

The game does not have any ability to repair pillaged buildings, which is insane. You can cultivate wild-growing barley, but if the farm is destroyed the wheat is permanently inaccessible? Wut? Both of the other factions I saw had pillaged resources. I'm not even going to guess whether or not they know how to move their settlements towards other resources.

Overall, there is a lot to like about the game, but the broken mechanics and AI are crushing it. Hence, this post focuses on the negative aspects. I would not be averse to the AI receiving advantages if it made the gameplay more competitive. A minor suggestion: thematically, I dislike the idea of resources permanently depleting. These aren't industrial times, after all. It would not drastically alter the gameplay if they grew back after a decade or two.

And a question: will there be a worldbuilder/omniscient view in the future?
I noticed that after punishing a spearman, he retained the buttons to upgrade him by spending weapons or armor. After making him into an explorer, he still has those buttons as well as the scout upgrades.

In the save file, he's southeast of my tribe (by the Franks). He can indeed still be upgraded.

Also, would be nice if the buttons were to change color to a lighter green when you have enough resources to upgrade. It's barely visible as it is. And should units be allowed to upgrade outside your territory?  :-[
AtG - General Discussion / Re: Update Plan & Tasklist
« Last post by Varesh_FR on February 15, 2019, 04:05:59 AM »
I would like to participate to the French traduction.
Will there be a website where we can help ?
AtG - Bug Reports / Re: 1.0.0 Upgrades from old professions are persistent and active.
« Last post by TamiPena on February 15, 2019, 03:22:00 AM »
Neviem, koľko mi môže pomôcť získať tieto informácie, pretože chcem získať prístup k množstvu informácií, neviem, ako mi pomôcť?
AtG - General Discussion / Re: Uninstalling the game
« Last post by TamiPena on February 15, 2019, 03:21:45 AM »
Aký veľký je tento veľký zdroj údajov? Koľko údajov môžem získať, pretože mám podozrenie, že tento veľký obsah databázu odstránil?
AtG - General Discussion / What shall we do witht the resentful miner?
« Last post by jon_speelman on February 14, 2019, 09:06:30 PM »


I'm trying the Lombards in my latest game and it's certainly tough in the opening but about move 240 I finally stabilised the economy with a coinmaker and source of coal.

Stupidly, I used a disgraced and fractious miner to build the coal shaft mine and he has kept on getting resentful to the point that it would now cost 80 alcohol to placate him for a few moves. He wants me to punish a cheerful and accomplished wood carver inside the settlement but I already sided with this guy against the miner yonks ago and I don't even have the option.

So I have a permanent coal mine which is producing no coal and the question is what best to do about this. Should i abandon the mine and then rebuild one with another more helpful miner when I get a new bod  - I've got plenty of stone blocks to do so if necc and have just tested this to see that the coal remains (though not that you can rebuild on it). . Or is it better to add an apprentice who will work and will he when his boss is on strike? 

Regarding unhelpful clans also what can you do if a leprous guy turns up who takes a while to train? Obviously if you have an instructor and parchment you can zap the leprosy immediately but otherwise there's no quick way that I can see to get him out of the settlement and the -2 mood of all other clans there may well totally freeze the economy until he's safely away.

Any ideas please?



AtG - General Discussion / Re: List of faction attributes?
« Last post by jon_speelman on February 13, 2019, 12:31:52 PM »

Hi again,

I've finally found where the info is. When you start a new game you can hover over the tribes and get a tool tip (very likely others knew this too but thought it too facile to point out).

Anyway here is the list



The Goths
Start with 15 food and 100 treasure (default is 10 and 40)

The Huns
Can train Horse Archers and start with one (HA). Cannot own structures

The Vandals
Receives gifts of food or treasure from Rome every couple of years. Locked in a permanent alliance with all Roman factions.
(so presumably can only win by training legions)

The Alemanni
All clans will have at least one +ve trait and no fully -ve traits but -50% fame

The Picts
Starts the game with 8 clans (default is 3)

The Lombards
Starts the game with all resource deposits identified but cannot train any clans in foraging professions.

The Franks
+1 mood bonus for all clans but permanently at war with all factions which don't follow Nicene Christianity.

The Slavs
Units no longer require supply except when within another faction's borders.
The Saxons
Start the game next to the ocean with a free galley. Bonuses provided by deserted locations doubled.

The Avars
All units have +1 move point. Can train horse archers. All units require 1 additional supply.


AtG - General Discussion / Re: List of faction attributes?
« Last post by Deangelis on February 12, 2019, 01:25:18 PM »
I'd love to see it too. If it doesn't exist, I may be able to make one. Hopefully it does though.
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