Tricks I am learning

I am sure some will already know this but I was thinking of posting tricks you pick up they maybe weren't obvious at the start.  My aim is to help the newer player and maybe provide a nexus for information until a game manual comes out (didn't see one yet).

 

City Building

check building size first -- Some buildings only take 1/4 of a tile (ie 4 huts, hovels or mansions fit in a tile, and can also be mixxed with inns).  I didn't understand what was going on at first to me 1 building = 1 whole building. 

 

EDIT : I should define tile to be 1/4 of a large square so that 1 Farm takes a square or four tiles.

Farms take 4 tiles

Hut's, Hovels, Estates, Mansions take 1 tile.

Inn Takes 1 tile

Mines - Not sure what is really happening with mines (seems they should take 4 tiels like the farm and site on the resource but that isn't happening atm)

 

Unit Design

 

(I haven't had much time to mess with this yet).

 

Anyone else feel free to chime in!

 

R,

Nacho

 

5,206 views 5 replies
Reply #1 Top
Currently with the lack of content, I would wait to design units till after you have all of the Weapons/Armor researched. Won't take too long and then you can design the ultimate unit.
Reply #2 Top

It seems to be with unit creation that you can add one weapon, one accessory, one shield, and 1 piece of armor per location (legs, torso, etc).  Making squads of troops is usually better but seems to cost a LOT of gold.  I found 2 squads of intro units was putting me back loads of gold per turn.  I just couldnt make enough money.

Reply #3 Top

Quoting loialarent, reply 2
It seems to be with unit creation that you can add one weapon, one accessory, one shield, and 1 piece of armor per location (legs, torso, etc).  Making squads of troops is usually better but seems to cost a LOT of gold.  I found 2 squads of intro units was putting me back loads of gold per turn.  I just couldnt make enough money.
End of loialarent's quote

 

I had a game where i completed it, and it seems the road to money = population maxxed.  I had the best armor, weapons, and shields I could afford, and the upkeep was still only 10 gold.  The up front investment was more time (possibly more gold couldn't tell), but I had like 4k and 10-12 cities as well.  I was producing these super guards 1 per but only had 6 at the end of the game (since I could find no way to disband or upgrade existing units).

 

Reply #4 Top

I actually hope there is never an "ultimate unit".  That is known as "dominant strategy" or "imbalance" or "game-ruiner".  If the system is balanced there should be thousands of viable solutions, each of which having strengths and weaknesses

Reply #5 Top

Yes, as much as I liked Alpha Centauri, that was a problem there.  Once you had researched everything upgrades became obvious and there was no real trade-off.

Heavier weapons and armors should reduce speed and agility of the unit.  You'd hope that you could reach the point that your nimble warriors could avoid many attacks and move across the map quickly while still having the danger that a heavily-armed fighter if he did hit you would maim or kill.

Cost should also be a factor, but not just in that heavy iron armor costs more than leathers.  Ideally, I'd like to see light armors that are either magical or just really well-produced and out of fine materials that could also cost an extreme amount to make.