HUMANKIND™

HUMANKIND™

Ver estadísticas:
XI Vanquish IX 19 ENE 2022 a las 1:12 p. m.
Steam Sale - 25% off - Yay or Nay?
Feel free to one word response, but to preface my asking this - I admit to being one of the people who hyped this game up right when it was announced and slowly over time lost more and more interest for some rather obvious reasons. I was seriously let down - so much so, I would have rated Humankind the official game "let down" of the pandemic era. And that's saying something considering I own Cyberpunk 2077. I digress...

Apart from all the bugs and serious balancing issues many of us stated during the beta periods, I've never been satisfied with the game pacing and the speed of progress through era to era - it's way too fast. Not only did cultures feel less dynamic than I had hoped, but their meaning in telling any sort of story in each playthrough was quickly cut short as in the beta, you'd progress to the next era in less than 30 turns.

So if there is any silver lining in the game as it is currently and will be in the near future for those of us still on the fence... what is it?
< >
Mostrando 16-30 de 42 comentarios
ZhiZoom2002 21 ENE 2022 a las 12:45 a. m. 
Publicado originalmente por Dorok:
@chaney:
Thanks for the welcome, in my opinion, I experienced drunk at work and I suppose it's more frequent for non paid works. Sigh.

For the answers, you don't answer on points I highlighted, after it's also a matter of subjectivity on the definition of "not changed much" that you used.

First point it's not because there's players or many players arguing on balances that they didn't change significantly. Sure you can reject Money importance and strength of Aesthete cultures, but it's not changing that a production point of view is limiting the game to a building sim.

Here what changed seriously since release:
- Research::
Before: without any science culture, nor any single science district, not any single care of allowing science jobs, you was progressing fast to all eras starting from first and was sure to end with very few tech not acquired.
Now: First era, good luck without manual allocation of science worker. In general you'll finish with less than half of last era techs if you don't use some of the tools quoted above. There's still thread of newbies wondering why they are so late in science, there was no thread like that before.
Conclusion: A huge change in the balance.

- Production:
Before: it was easy to reach insane production level.
Now: It's less easy to reach insane production level. And no this hasn't been changed that much, it's an intermediate game update that did a huge balance changed, but it's been cancelled the update that follow rather fast.
Conclusion; A moderate change in the balance.

- Food:
Before: AI towns had easily 130+ pop.
Now: AIs rarely go over 110. Ok it's still possible through merges well prepared. But still overall Food seems have been nerfed.
Conclusion: I didn't experimented Food focus enough to comment it, but that comments pinpointing pop buyout abuse have totally disappeared is saying there's been a huge balance change here.

- Units balances:
There's been many tuning for more fair balances, it could still not be perfect, and Crossbow can still look hard to justify compared to Archer. But for Archer versus Arquebusier, it's players that need learn play better.

- Aesthete balance versus Production:
Production got nothing, and nope the Production balance didn't advantaged Production specialization. I honestly don't know if their special action changed. I believed it had but I suspect it didn't.
Aesthete got: Much more Independents spawn much sooner. A timer for decline allowing a much better control. Ability to assimilate a declined indies, sure it's for all cultures except the price is hugely cheaper for Aesthete. A balance nerf on population, leading to towns with less population, so influence point income from pop lower, so Aesthete influence bonus bigger per comparison.
Conclusion: From cultures more or less balanced, now Aesthete is just OP in hand of the right player. And no you don't need Independent, liberate towns is quickly quite powerful and possible, just not during first era or not much.

- Military balance versus Production:
Production got nothing, see above.
Military get their special action ultra boosted, at least at 600 turns. From a cooldown, now this action can be used at each turn. This provides solid armies with zero maintenance cost and auto upgrade. For first era and perhaps second era it's hard to justify it or to prepare future. But in last 3 eras it becomes OP.
Conclusion: It never been easy to compare Military, it's still difficult, but clearly the balance get deeply changed in their favor.

- Money balance versus Production:
Production got nothing, see above.
Money got improved upgrade costs, and at 300 turns improved buyout costs, but buyout formula is still clearly broken at 600 turns pace. It's a bit weird, but now game has options for more resources, it's good for all cultures, but even better for Money cultures.
Conclusion: It's a minor balance change, but still one in favor of Money, and ok for this, your "not much changed" fits well.

- Stars balance:
Deeply changed, and now differently unbalanced but overall improved anyway.

- Era rush:
At 600 turns it seems more around 60 turns, a bit more or less, that you got the 7 stars. I quoted as low than 30 turns for later eras. But stars have been re balanced significantly and this made this even faster. What changed in deep at highest difficulties it's AIs gain more fame per era. Then if you rush too much for too many eras you'll lost.
Conclusion: Overall ok your "not much changed" fits well.

- cultures not feeling dynamic or adding much to storytelling::
I have zero believing in this design element. It only creates a feeling of repetition, and it would require a huge change to cancel that. Just add events for more density will increase even more the repetition feeling. That said, the whole event system and set of events certainly need improvement, and for now not significant changes. But a minor design detail that can't improve the core gameplay, in my opinion.

For people that played at release, and stopped play quickly the game, I'm not in their mind, If you can explain me how you read their minds, I'll appreciate.

EDIT:
Out of balances considerations, and only for a subset of players that quickly left play, the set of optional end conditions will be certainly a big change. But it's just a minority, for others it's some comfort, that's pleasant to be able almost finish all research without worry to have trigger the end game hall of fame.

Science: Simply get good amounts of production(abstain,harrapans,outpost release and arch-persians help) and pick a science civ starting on medieval era and use collective minds to rush patronage. Results can include locking all wondrous effects for the other players and ends with total domination on all fronts.

Culture: Either you get enough, or you get a ♥♥♥♥ load from multiculturalism as that affects released outpost cities. Honestly quite ♥♥♥♥♥♥.

Production,Food,Pop and T1 Tenet: Abstain 2 prod on all woods early game go brrrrr(one reason why harrapans are so op,tenets are based on pop). It gives an unfair edge so early that it can decide games. Other T1 tenets are not as much worth as abstain.

Units:Can we talk about the Mycenaeans?
They have a unit that is cheaper AND more powerful then the base warrior, not to mention their first turn advantage. If you are next to them and are harrapans that played badly, too bad they will be the first ones to get abstain instead. Nubians at least have a reasonable counter against their archers and don't get an outrageous discount. Don't make me start with the soviets for the first player.

Result: Game is still utterly broken and still decided on the first 30 turns.
Última edición por ZhiZoom2002; 21 ENE 2022 a las 1:00 a. m.
Dorok 21 ENE 2022 a las 5:28 a. m. 
Publicado originalmente por Khaiboom:
Science: Simply get good amounts of production(abstain,harrapans,outpost release and arch-persians help) and pick a science civ starting on medieval era and use collective minds to rush patronage. Results can include locking all wondrous effects for the other players and ends with total domination on all fronts.
Science culture on medieval era, that's a serious effort, if all your plays are like that.... A tip that's pointless.
Publicado originalmente por Khaiboom:
Culture: Either you get enough, or you get a ♥♥♥♥ load from multiculturalism as that affects released outpost cities. Honestly quite ♥♥♥♥♥♥.
You don't know use influence points nothing else, you can't have ♥♥♥♥ load, and I'm a player that have plays with 6K+ influence per turn and higher I bet.

Multiculturalism doesn't add that much, it's easy test, try. Anyway it is a serious constraints related to techs allowing build all infrastructures instantly with one pop cost.
Publicado originalmente por Khaiboom:
Production,Food,Pop and T1 Tenet: Abstain 2 prod on all woods early game go brrrrr(one reason why harrapans are so op,tenets are based on pop). It gives an unfair edge so early that it can decide games. Other T1 tenets are not as much worth as abstain.
I doubt it's that simple, at best it's with a precise first culture and with a good enough start context.
Publicado originalmente por Khaiboom:
Units:Can we talk about the Mycenaeans?
They have a unit that is cheaper AND more powerful then the base warrior, not to mention their first turn advantage. If you are next to them and are harrapans that played badly, too bad they will be the first ones to get abstain instead. Nubians at least have a reasonable counter against their archers and don't get an outrageous discount. Don't make me start with the soviets for the first player.
Mycenaeans: Sure it's a unit available very soon, but you'd better rush, and you won't make it without Archer anyway. I didn't tried them since long, perhaps you have a case still with problem, the point is there's been a lot of balances improvements on units, that's not saying everything is well balanced. but it's still a serious improvement on that.
Publicado originalmente por Khaiboom:
Don't make me start with the soviets for the first player.
What? Their unit is nothing huge, at least I never quoted.
Última edición por Dorok; 21 ENE 2022 a las 5:31 a. m.
ZhiZoom2002 21 ENE 2022 a las 5:59 a. m. 
Publicado originalmente por Dorok:
Publicado originalmente por Khaiboom:
Science: Simply get good amounts of production(abstain,harrapans,outpost release and arch-persians help) and pick a science civ starting on medieval era and use collective minds to rush patronage. Results can include locking all wondrous effects for the other players and ends with total domination on all fronts.
Science culture on medieval era, that's a serious effort, if all your plays are like that.... A tip that's pointless.
Publicado originalmente por Khaiboom:



Culture: Either you get enough, or you get a ♥♥♥♥ load from multiculturalism as that affects released outpost cities. Honestly quite ♥♥♥♥♥♥.
You don't know use influence points nothing else, you can't have ♥♥♥♥ load, and I'm a player that have plays with 6K+ influence per turn and higher I bet.


Multiculturalism doesn't add that much, it's easy test, try. Anyway it is a serious constraints related to techs allowing build all infrastructures instantly with one pop cost.
Publicado originalmente por Khaiboom:


Production,Food,Pop and T1 Tenet: Abstain 2 prod on all woods early game go brrrrr(one reason why harrapans are so op,tenets are based on pop). It gives an unfair edge so early that it can decide games. Other T1 tenets are not as much worth as abstain.

I doubt it's that simple, at best it's with a precise first culture and with a good enough start context.

Publicado originalmente por Khaiboom:


Units:Can we talk about the Mycenaeans?
They have a unit that is cheaper AND more powerful then the base warrior, not to mention their first turn advantage. If you are next to them and are harrapans that played badly, too bad they will be the first ones to get abstain instead. Nubians at least have a reasonable counter against their archers and don't get an outrageous discount. Don't make me start with the soviets for the first player.
Mycenaeans: Sure it's a unit available very soon, but you'd better rush, and you won't make it without Archer anyway. I didn't tried them since long, perhaps you have a case still with problem, the point is there's been a lot of balances improvements on units, that's not saying everything is well balanced. but it's still a serious improvement on that.
Publicado originalmente por Khaiboom:
Don't make me start with the soviets for the first player.
What? Their unit is nothing huge, at least I never quoted.

Science:"That's pointless"
No elaboration on that front, mind doing so?

Culture:Forgot to elaborate.
In the early game, getting 30+ culture per turn that scales way better then monoculture during mid to late game is huge and allows more spamming outposts for land and cities.
Mind you, founding a city with culture is basically pointless as releasing outpost when it's 0 pop allows instant capping(also multiculture counts towards those cities, MP games ban Cultural Blessing as well due to it being RNG dependent). You either use settle units after 3 sailed mast,or release outpost for cities before feudalism. The only time you would even go for culture settles is during that small window(between post fuedal and pre 3mast).(All of that assumes that the host doesn't like CS and animal RNG enough to allow releasing outposts, which is to say a good bunch of them) Also seems like you prefer codified laws for legitimacy choice,which doesn't help a lot early.

Production,Food,Pop and T1 Tenet:
Have you played with actual players on MP groups?
Abstain is banned simply because of how much power it gives to the player who gets it early(Harrapans helps a lot there). Forests and Woodlands are common tiles on land ,land heavy maps are played to allow early/mid wars as naval units are kinda meh at the moment.

My point with Mycenaeans is that they can rush a city without any reasonable counter as they only need one tech and no prerequisites. Archers can't help unless they are already stationed on the tiles of a city without org warfare.Archers also come in 2 techs rather then 1. Again, play an actual MP game.

Soviets have something called the Arms Factory. If you already have a strong lead, Soviets can make sure everyone in the lobby knows that the game is long over just by spamming them. By that point garrisions are strong and can also be spammed to stablize if you somehow still have issues with stab. Their special unit is a meme.
Última edición por ZhiZoom2002; 21 ENE 2022 a las 6:10 a. m.
Dorok 21 ENE 2022 a las 10:40 a. m. 
@ Khaiboom:
From what I understood of your post.

Science Pointless:
I never wrote that, but I wrote that choose a science culture at medieval era is no way mandatory and it's an focus effort on science. This was to explain you that your argument was confirming my comment.

Culture:
Let go back to the point, this civic is a good income, but it breaks nothing. 50 territories end game that's only 500 income, sorry but it's tiny and you won't go anywhere with that. For dismantling a town sure you need influence points to re attach territories, but you was complaining on having too many influence points, this is one aming many ways to use influence points for profit. For the civic ok in first half or mostly it's not really a choice, but past it you can unlearn it and pick the other choice if you enter in instant infrastructures build.

Production,Food,Pop and T1 Tenet:
So it's for any culture? That doesn't look serious.

MP? What MP? It's a tiny amount of players seeing all the problems the game still has in MP. I doubt there's experts agree to get bored by the broken MP. I'll reconsider your comment on that, but I have serious doubts, it's more the small pop of MP players are incompetent to not know manage any other choice.

Mycenaeans:
I already admit there's perhaps a hole on that and already quoted it's not changing that a lot of unit balances improvement was done.

Soviet:
Mmm not clear, if a player try abuse them, he needs cut all trade and then suffer even more stability problems. And there's a civic that will disable trades broken by war so this trade stability penalty needs be done very fast to try exploit. Your comment looks a lot theoretical from paper not reality. But on my side I don't know really so I have doubts but perhaps it's another hole. For the unit, lol it's not one unit type that will won any war.
Última edición por Dorok; 21 ENE 2022 a las 10:46 a. m.
ZhiZoom2002 21 ENE 2022 a las 7:37 p. m. 
@Dorok

Ok, do you want to play a 1v1 multiplayer(MP) game with me and see if my explanations hold up in practice?(stop flooding this chat too)

Btw 40+ culture early game allows you to snowball a lot harder then 12+. which snowball is in all 4x games?

You don't really seem to understand apart from the mycenaean part....
Última edición por ZhiZoom2002; 21 ENE 2022 a las 8:08 p. m.
Dorok 22 ENE 2022 a las 12:08 a. m. 
Publicado originalmente por Khaiboom:
@Dorok

Ok, do you want to play a 1v1 multiplayer(MP) game with me and see if my explanations hold up in practice?(stop flooding this chat too)

Btw 40+ culture early game allows you to snowball a lot harder then 12+. which snowball is in all 4x games?

You don't really seem to understand apart from the mycenaean part....
For what?

Show me your Production,Food,Pop and T1 Tenet trick with Hittites, no need of MP for that. :-)

You really want I learn you that take Science at Medieval is no way mandatory? It's not MP related.

For you clear lack of knowledge on influence points income, before try argue on that first learn play with 6K+ income and know what to do with this fame.

This let what? Soviet? Im' pretty sure any MP is concluded already a long time before.

But perhaps you have something else in mind? Can you clarify then? I'm tedious for MP when it constantly bugs, but firstly explain me better what you want prove.
Última edición por Dorok; 22 ENE 2022 a las 12:09 a. m.
ZhiZoom2002 22 ENE 2022 a las 12:31 a. m. 
Publicado originalmente por Dorok:
Publicado originalmente por Khaiboom:
@Dorok

Ok, do you want to play a 1v1 multiplayer(MP) game with me and see if my explanations hold up in practice?(stop flooding this chat too)

Btw 40+ culture early game allows you to snowball a lot harder then 12+. which snowball is in all 4x games?

You don't really seem to understand apart from the mycenaean part....
For what?

Show me your Production,Food,Pop and T1 Tenet trick with Hittites, no need of MP for that. :-)

You really want I learn you that take Science at Medieval is no way mandatory? It's not MP related.

For you clear lack of knowledge on influence points income, before try argue on that first learn play with 6K+ income and know what to do with this fame.

This let what? Soviet? Im' pretty sure any MP is concluded already a long time before.

But perhaps you have something else in mind? Can you clarify then? I'm tedious for MP when it constantly bugs, but firstly explain me better what you want prove.

Seems like you are trolling as much as possible, so might as well end it there
Dorok 22 ENE 2022 a las 12:37 a. m. 
Publicado originalmente por Khaiboom:

Seems like you are trolling as much as possible, so might as well end it there
I don't troll anything. It's amusing you can't see how obvious are those points and for:
- Soviet ok perhaps you are right as I already quoted.
- Your supposed start combo working for any culture, show me that with Hittites, and do you really want pretend this works insanely well for any culture and any start context? And that it is crushing any other approach? Seriously...

All of that is changing nothing on any single points of improvements since release that I quoted for the game.
Última edición por Dorok; 22 ENE 2022 a las 12:39 a. m.
ZhiZoom2002 22 ENE 2022 a las 12:55 a. m. 
Publicado originalmente por Dorok:
Publicado originalmente por Khaiboom:

Seems like you are trolling as much as possible, so might as well end it there
I don't troll anything. It's amusing you can't see how obvious are those points and for:
- Soviet ok perhaps you are right as I already quoted.
- Your supposed start combo working for any culture, show me that with Hittites, and do you really want pretend this works insanely well for any culture and any start context? And that it is crushing any other approach? Seriously...

All of that is changing nothing on any single points of improvements since release that I quoted for the game.
I never said that it worked for all cultures, in fact i pointed which cultures make the combo really hard to counter, why would i pick hittites instead of harrapans or egypt for the first era if the point is to get going so fast people can't win?
Última edición por ZhiZoom2002; 22 ENE 2022 a las 12:59 a. m.
Dorok 22 ENE 2022 a las 1:05 a. m. 
Publicado originalmente por Khaiboom:
Publicado originalmente por Dorok:
I don't troll anything. It's amusing you can't see how obvious are those points and for:
- Soviet ok perhaps you are right as I already quoted.
- Your supposed start combo working for any culture, show me that with Hittites, and do you really want pretend this works insanely well for any culture and any start context? And that it is crushing any other approach? Seriously...

All of that is changing nothing on any single points of improvements since release that I quoted for the game.
I never said that it worked for all cultures, in fact i pointed which cultures make the combo really hard to counter, why would i pick hittites instead of harrapans or egypt for the first era if the point is to get going so fast people can't win?
Egypt for this? What's the point? Egypt is weak for pop.

If you can explain better. And ok Egypt is good to test, it's a solid choice and AI take it late.

So what's this combo destroying the game? Quote that even if that combo does exist it changes nothing to all the improvement points since release that I quoted. I never wrote the game is perfect and cleaned and even constantly quote I consider it Early Access.

But anyway explain better this combo.
ZhiZoom2002 22 ENE 2022 a las 2:14 a. m. 
Publicado originalmente por Dorok:
Publicado originalmente por Khaiboom:
I never said that it worked for all cultures, in fact i pointed which cultures make the combo really hard to counter, why would i pick hittites instead of harrapans or egypt for the first era if the point is to get going so fast people can't win?
Egypt for this? What's the point? Egypt is weak for pop.

If you can explain better. And ok Egypt is good to test, it's a solid choice and AI take it late.

So what's this combo destroying the game? Quote that even if that combo does exist it changes nothing to all the improvement points since release that I quoted. I never wrote the game is perfect and cleaned and even constantly quote I consider it Early Access.

But anyway explain better this combo.

Standing on a high horse aren't you.....
Neo era snowballing basically solves all issues with Egypt's lack of a food bonus, have you gotten to 8+ tribes without knowing what to do with them?
Drop them at a city you own, simple, feed the city and allows it to be more productive. Egypt is not the best civ for this strat, but the payoff of doing so is still good(no harbour food is actually situational btw,also t1 tenet and not the one we are going for). Just get more farmers quarters then you would do with harrapans, the prod bonus actually helps more then you think. Other civs aren't as good as these 2, and myncs only work against the strat if you are close to them(Harrapans are the ones you need to kill for pop and to deny abstain,if both civs are close to you pick harrapans and rush them.)

Tenets unlock based on the amount of pops that your religion has, and the early converts tend to be yours(City centers emit the religion mostly and what they teach is based on state religion). At most you need 25 pops before you start going around and picking your t1 tenet. Early game production is generally low and abstain can boost that by a lot, enough to be game deciding as you would be building stuff at least 1-2 turns earlier then others that don't have abstain. Abstain is T1 and tenets are not shared across religions.

This leads to a race on being the first civ to get 25 pops in the game. You know how much food harrapans have? +2 on each river in addition to normal buffs that base river gives. And what does food give, POPS. Did i mention that river settings don't help on that as rivers are almost always clumped in set areas in sparse/few setting instead of being small rivers spread around roughly equally.

Back to the strat, once you get abstain you start building up way faster then everyone else, bonus points if you have silk or dyes as regional and/or managed to get multiculturalism. How do you abuse abstain?

Get more cities and territories attached to cities with woodland/forests(you will have a ton
on big maps). Stab issues or city limits? That's where the Arch-Persians come in with a nice +2 city cap and there is no other easy option of getting that city cap to release outposts for more cities that early(going 1 over city cap is fine as the drain is minimal). On small maps(for the amount of players) where you can't use that 2 city cap, greeks,mayans and celts are great options, for the strat though go with mayans or celts on small maps.

Once you built up your industry (around 3K prod+,food and production districts/buildings matter most, also don't rush unless you think someone else also wants ayyubids), pick ayyubids and do the funny by using collective on all or most of your cities. Just make sure you can keep yourself safe with units and deplo during this as you will be rushing patronage on the tech tree, in 8 turns or less. Once you do, stop collective on most or all cities and start getting wondrous effects rolling in your empire. Buy every good that you need in all markets for wondrous effects, and try to grab as much land as possible, you do not need to attach them to cities to get luxury goods. Pick the civic that allows you to get wondrous effects faster. Once this is done correctly, you would be holding a lot of FIMS bonuses that others can't get.

If you don't get ayyubids, then use some other strong med civ and try getting a science civ on early modern, they shouldn't be able to get petronage fast enough to lock most of the wondrous effects without abstain or eqypt on ancient era. For late game, if you pick france, get all the good techs asap so you can go soviets with all the end game tech bonuses(reactor,exosuit, all resource strat buildings,rifles, main battle tanks,etc)
Última edición por ZhiZoom2002; 22 ENE 2022 a las 2:19 a. m.
Dorok 22 ENE 2022 a las 4:29 a. m. 
I exit Neolithic with 10 scouts minimum, I already know it allows unlock religion fast, and you don't need pop to unlock religion, pop is for Telnets, units work fine to unlock religion. And pop isn't enough for Telnet it requires pop following the religion.

More farms for Egypt in first era? At best two more farms that's it and at a price. Moreover to get first the telnet you need exchange 5 influence points per territory against 3 faith. Sorry but it's big give up in first era.

You are making a huge deal of one Telnet, as some other make a huge deal of stability one, or influence one, but none are so big.

If that's just a trick for Harrapeans ok, but Egypt won't be fast to unlock first telnet.

I don't see any argument proving it crushes any other approach and it fits really only Harrapeans. It's like spend all scouts in pop, pretty wrong in my opinion, I suppose you never quoted the amount of bounties you can get, nor their respawn patterns (that seem have changed with last version).

But ok that seems be a good approach for Harrapans, that I never bothered try nor play much Harrapans.

Even in MP it's not clear, ensure get Harrapans will require exit fast Neoolithic so few scouts which is a lot weaker no matter what follow. In SP game was changed on that, one more improvement probably, it was close to impossible to get Harrapans, now it's common you can take them and don't need rush it because of AI, for sure it's not MP.


EDIT: One, example, 3 towns before turn 70/600, do you really believe your combo is better? It's not this combo that will allow it. And I don't mention 4 towns in first era or right after its end.
Última edición por Dorok; 22 ENE 2022 a las 4:33 a. m.
ZhiZoom2002 22 ENE 2022 a las 5:13 a. m. 
Publicado originalmente por Dorok:
I exit Neolithic with 10 scouts minimum, I already know it allows unlock religion fast, and you don't need pop to unlock religion, pop is for Telnets, units work fine to unlock religion. And pop isn't enough for Telnet it requires pop following the religion.

More farms for Egypt in first era? At best two more farms that's it and at a price. Moreover to get first the telnet you need exchange 5 influence points per territory against 3 faith. Sorry but it's big give up in first era.

You are making a huge deal of one Telnet, as some other make a huge deal of stability one, or influence one, but none are so big.

If that's just a trick for Harrapeans ok, but Egypt won't be fast to unlock first telnet.

I don't see any argument proving it crushes any other approach and it fits really only Harrapeans. It's like spend all scouts in pop, pretty wrong in my opinion, I suppose you never quoted the amount of bounties you can get, nor their respawn patterns (that seem have changed with last version).

But ok that seems be a good approach for Harrapans, that I never bothered try nor play much Harrapans.

Even in MP it's not clear, ensure get Harrapans will require exit fast Neoolithic so few scouts which is a lot weaker no matter what follow. In SP game was changed on that, one more improvement probably, it was close to impossible to get Harrapans, now it's common you can take them and don't need rush it because of AI, for sure it's not MP.


EDIT: One, example, 3 towns before turn 70/600, do you really believe your combo is better? It's not this combo that will allow it. And I don't mention 4 towns in first era or right after its end.

So you play on endless speed?
Try 4 towns and abstain at t35 or less on normal speed(harrapans are great for the strat, don't forget food luxes)
This strat is best on harrapans, and abstain is still 1st pick if allowed regardless of civ(god this has nothing to do with the strat,any MP player would rather rely on non-rng/controlled rng gameplay then a SP one), rivers tenet is kinda meh and drops off mid to late, great for zhou or egypt though(as 2nd choice, sometimes can even be 1st choice).

Also 3 towns by t70 on endless speed? I can do it as long as i can place down 3 outposts (2 to be released so they become cities next turn to be capped for free(0 pop=free cap)

Harrapans can quit neo early, it's great if you have science for astronomers. Not really needed to quit early, that's just what you think(you can still feed pops to cities).

If you really want me to try, send me your discord number somewhere.. I will send a savefile.
Última edición por ZhiZoom2002; 22 ENE 2022 a las 5:26 a. m.
Dorok 22 ENE 2022 a las 5:50 a. m. 
For sure it's possible, as I did it, the point is you won't do it with the telnet rush you described, it's even totally pointless and an handicap to do this rush to get fast 3 and 4 towns.

I don't bother with anything on discord, but yeah a save is fine just for curiosity, No need of discord it's not that any save is important, for example: (save with the DLC)
https:// <anonfiles.com is probably a crap malicious site>

Never tried but I suppose it works. Another trick I tried is you can use steam chat to share a file with a user. And it works even not with a friend but you need fake a chat with a friend to create the link.

What's the 0 pop and free cap thing? Smallest max city isn't 2 but 3, because one town will always produce more influence than the penalty for max+1.

EDIT:
anonfiles is probalby a malicious site shame on me and sorry.
Última edición por Dorok; 22 ENE 2022 a las 8:58 a. m.
ワンディシー 22 ENE 2022 a las 6:02 a. m. 
Give me pls free steam point :'<
< >
Mostrando 16-30 de 42 comentarios
Por página: 1530 50

Publicado el: 19 ENE 2022 a las 1:12 p. m.
Mensajes: 42