Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Land routes -
- without a trading post or roads, players get the most basic "light load" horse drawn caravans. These caravans only hold light goods such as wood, grain, cloth, and high value luxury items, like fine cloth.
Once the player builds a trading post and a road connecting it to the camp, then the caravan will be upgraded to a heavier, larger caravan pulled by pack animals. This caravan will have additional items such as weapons, tools, small quantities of animals, and other mid weight items. Heavy items like stone, animals, and large quantities of grain are sea based only.
The the caveat to these larger caravans is that they will be subject to raids by barbarians.
- Create an option to build a sea based trading port. (similar to trading post, but on a major river or lake only. Player must establish a kingdom to gain access to this option.
This will allow for the purchase of high quantity, high value goods like stone blocks, heavy armor, 150+ quantities of food, and the rest of the caravan items. It will also allow for a larger budget for greater 2 way trade. However, due to tides and winds and so forth, these caravans only show up every 10 turns, except in winter when the rivers are frozen over, making no deliveries in winter.
This trading scenario solves a key issue in the game, evolving from a nomadic tribe to a kingdom.
It creates a logical and forward progressing trading system. As the player progresses and improves, more trading options come online. it also forces the player to move and find areas of greater opportunity so as to take advantage of sea based trade.
One of the key design criteria that has never been achieved in this game was for the player to be nomadic. A system like this creates an incentive for the player to move, harvesting and collecting, instead of immediately settling. The player must move through phase 1 and into phase 2, which is the "establish a kingdom" phase, in order to unlock this content
It also creates an interesting decision because the player has the option to stay nomadic at a cost of trade and other items noted previously in this thread
- Jon
Bugs / problems :
1. Gold and food from Rome does not credit player account
2. There are major lag issues now. There needs to be some resource optimization for the Romans as it's pretty clear they are the cause of the lag and subsequent crashes
3. the open clan list (F10) button crashes the game
4. cannot move a camp when you have a galley in it.
5. cannot capture AI Galleys. I have tried with my own galley and it ground units. just shows a red X over them
6. The Romans can give you impossible goals and the attack when you don't accomplish them. I had 1 where the western empire asked me to destroy a bandit camp on the other side of the map.
7. The diplomacy with the Romans is pretty much as deficient as it was before. You can only communicate with them when they communicate with you. no way to call a truce or make trades initiated by player
suggestions and thoughts:
1. as you can see in the pic, meat is clearly the only way to go in this game. The only other good choice is fishing, but that peters out after turn 200 because all the spots get used up.
https://gtm.steamproxy.vip/profiles/76561198052032646/screenshot/787483077046420696
2. the resource screen is still a big mess. numbers smash into each other and items drop off the bottom of the page. i would suggest adding a drop down menu with a function key to toggle.
https://gtm.steamproxy.vip/profiles/76561198052032646/screenshot/787483077046434121
3. In this 450 turn game i noticed that cows never sold and sheep/horses just once in a great while. it feels quite unsatisfying to spend 740 gold on a fully upgraded caravan just to have it lacking in supplies. see my comments at the top of this thread regarding trading
4. i found it curious that this Roman fort was raided and the Romans could not fix it. it also maintained it's control. I then developed areas on both sides of it, clearly encroaching on their territory and there was no response.
https://gtm.steamproxy.vip/profiles/76561198052032646/screenshot/787483077046464201
5. i would like to see a top tier upgrade for hewers or have wood production added to one of the boosting trades. Currently i am making more cows per turn than boards, which is weird.
6. I would like to see preserves added back to the game. Currently if you pick a briner or preserver, you will get a modest boost to food production. in older builds you could create a new resource called "preserves" which were a commodity. they could be used like cows or horses as emergency food sources or they could be sold to make gold.
Salt is an uncommon resource on the map. However, it's value is not optimized based on it's uncommon status.
Since meat so heavily overshadows plant based products, it's not that beneficial to set up a salt mine and invest in a preserver. you are far better off building a second butcher or meat smoker. Yes you can sell salt, but there are much better cash crops that can be mass produced for sale, such as wine and iron.
7.
Do people still feel that stone is too rare?
- Jon
- In 3-4 starts, I was almost completely surrounded by Romans, other tribes, neutrals and barbarians, with barely room to expand or gather enough resources. In general, before I had a bit more of room to establish my first area. Is this intended? Or just bad rolls?
About the OP points:
Quite good in general, you'll decide which fits your vision, but I'd like to focus on these:
- extend the number of berry patches available and allow them to grow back every 2-3 years.
- allow fish to regenerate after 2-3 years.
- allow diggers to produce reduced quantities after 24 turns.
My main problem with the game right now about resources is that the "optimal" way is to harvest until the resource is almost depleted and then build a stone building and use it forever. Which doesn't make much sense. Here is how I would go about it:
- Stone/metal/coal deposits can have regenerate on each building tier, simulating reaching a new "vein" with the upgrade, which can then be depleted and produced reduced quantities (instead of stone buildings lasting forever). The tiers (forager/wood/stone) are cumulative. So let's say the resource has 24 units per tier. You "forage" it, deplete, then build wood and get 24 more. Deplete it, then build stone and get 24 more. But if you forage the first 24, then build stone (skipping wood), you get 48, from both tiers. Or 72 directly if you build the stone ones.
- As for plants and animals, they could all have a small regeneration value, that gets increased with each extraction tier or job. This could allow some "circular" travelling patterns for a nomadic tribe, in which you come back to a location 2-3 years later to harvest things again.
I focus on this point due to something that happened on my first experience. In the starting map, there was some gold nearby. I sent a digger, he extracted everything until depleted, and I thought "That's cool, this gave a nice boost but now I have to move on". I thought that all tiers depleted the resources. When I found out that I should have left a resource unit so that a stone building could harvest it forever it left a very sour taste, as I felt that the game rules encouraged a metagame behavior that didn't make much sense.
One of the things you don't see in 4x games is the impact of bandits/barbarians. they are typically nameless, faceless thugs that serve as a check on the player early on, but fade mid to late game as irrelevant. bandits should have a meaningful role in this game as they did in this era.
Rome was essentially a giant bandit camp. (to greatly simplify things). The principle driver that led to the kingdom becoming so large was conquest and the spoils of war. in the 1,000 years of the empire, war spoils created far more wealth than taxes and slave labor combined.
With that said, here's how i could envision bandits playing a meaningful role in this game, as well as serve as an on-going threat to keep pressure on the player through mid game.
1. bandit forts would be like city states in Civ 5. they start off with a meaningful army (maybe 3-4 ax guys) and a typical control area.
- spawn new warrior every year. max cap of 8
- ability to either capture and control other assets or to destroy them. They gain different bonuses based on that decision.
- for example if they capture a farm they will increase growth of new warriors. if they destroy the farm, they gain gold, which allows for warriors to be upgraded to lancers and archers.
- ability to capture tradesmen and use them to convert their own resources. This creates an incentive to deal with bandits otherwise they will become more powerful. if they gain certain assets like horses, they can build lancers.
2. bandit forts can be captured and used by the player. the forts are essentially converted into watchmen.
- player gains 1 extra person as a watchman
- player gains the benefits of forts (as i discussed earlier in the thread)
- player gains control area
- any assets in the new control area become property of the player
- player also has the choice to destroy the fort to gain fame and gold. (no watchman gained). Fort becomes rubble.
- player gains diplomatic choices for bandits.
- hire bandits as mercenaries against known targets (neutral camps, Rome, and AI players)
- recruit bandits (if you gain favor say above 4)
- establish trade and peace agreements for a yearly price (they are bandits after all!)
- similar to civ 6, players can lose favor with bandits and they can be used against the player
3. bandit camps (the bandits that just sit infinitely as fortified troops.)
- reduced spawn rate (maybe every 2 years)
- reduced ability to upgrade warriors
- can combine to create new forts if they are not dealt with. requires 4 warriors. (this gives the player approx 6 years at 1 spawn every 2 years for a total of 3 new spawns)
- forts and camps have an increased chance to raid caravans (see my caravans earlier in thread)
- raided caravans have greatly reduced gold supply and products
no stone is good
- Jon
I've been meaning to add difficulty levels to the game for a while, as not everyone wants the game as brutally hard as me. It's probably about time to do so in v1.3, so I'll put that on my list along with general changes and some preliminary AI work. I've calibrated the game roughly to my own skill level, but that's obviously not a good fit for everyone. Expect some improvements in this regard in the next major update.
In v1.2 I made feuds a less mean, but a lot of that is under the hood. The odds of a feud or desire escalating to the point where it actually impacts a clan's happiness are actually fairly low now, but I imagine you've encountered the same thing as me, which is that the game feels like it's punishing you, even though it hasn't really, yet. I probably need to tweak the desires/feuds stuff a bit more to add a "warning" stage before clans actually go all the way to developing a desire/feud.
- Jon
One thing that really stands out to me is just how underwhelming forming a kingdom seems. The fame gain is nice, but not worth the loss of mobility, as the settlement is strangely the fastest unit and moving it around to expand seems much more efficient to me in most cases than sending out watchtower units that take time to train and remove a clan from the economy and/or military.
Perhaps all the old folks, sick people and children that are presumably left in the settlement shouldn't be 2-3 times as fast as the strong young warriors.
One downside I did notice to the mobile approach (though I'm not sure if it's intentional), is when I moved my settlement after sending a warrior to train in Rome, he immediately came back untrained. If that's intentional, then I suggest putting some kind of warning in there.
The other thing I'll mention is that sometimes the "highlighted" area showing how far a clan can move in one turn isn't all that clearly distinguished. Especially if moving through Vandals territory with their white background.
There are a number of gameplay mechanics, if implemented with change the entire balance.
These include ai participants, Rome participants, kingdom mechanics ( currently there are none) and barbarian participants ( barbs just randomly move about without any real purpose atm)
- Jon