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Rapporter et oversættelsesproblem
I am still talking about beginner players. You are obviously not.
I got all of the unlocks by playing a lot on lower difficulty levels, and only player higher prestige once I was close to having all the City Upgrades unlocked.
Honestly... you really do need to play with slower progression through the difficulties, and start on the lowest for a bit/build your way up.
It's just a lot of extra stress when you should be having fun learning the game and discovering those things naturally. But experienced players take their crutches for granted and think they're irrelevant as if they were always expert.
Please tell us where you run into problems? Do you lose a lot of villagers during the storm? If so, during which one?
Since a lot of more experienced players were saying that the longer storm makes things easier (me included) I would like to help you get back to not being stressed on Viceroy (if that's where you are at, difficutly wise).
I am sorry if you think that it's only the more experienced players confirming each other's views here. The change to the storm really did remove viable survival strategies for lower difficulties.
How did your games become grinds? The longer storm might make it necessary to remove woodcutters, which brings its own problems, so maybe we can give some hints to what building order post patch might help getting around the resolve problem? If it is a resolve problem at all?
I actually dislike playing above P4 (mostly because I find a lot of the modifiers between P5 and P14 boring or unfun). I still think it's a good change because the 2 minute storm duration trivializes storms just like the old favor juggling.
You could easily get through a storm without a single loss even with 2-3 species dipping below zero due to the time it takes to go down and favoring if things turn too bad.
I personally think that people saying that P20 is the "intend way to play" or the game is balanced around that are just talking bullcrap.
That should be the difficulty BEFORE prestige. But the storm duration of 4 minutes is so obviously what the game is built around with trader arrival times and blightrot that it was really silly that it was hidden behind high prestige.
Imo if your games suddenly change for the worse due to the storm duration, then the problem is that you simply played by ignoring the storm before. If not I really would like a tangible example of how things suddenly are worse that isn't:
"I can't ignore blightrot anymore" or "I can't let resolve drop below 0 anymore"...
I think so too. That is why I started this thread. I ultimately think, after having played a few games, and read some replies, that it is a good move for the game with a 4 minute storm on Viceroy. I have not played P15 or higher, by the way, so this is the first time I tried the longer storm.
However, what I think is needed, is that we keep the longer storm on Viceroy, but we put the increase in hostility from 2 to 3 in prestige levels instead. That makes players not interested in prestige levels experience the longer storm without it feeling like an overwhelming experience.
So, my concern is in line with what you are saying, that players may think the game too hard. It is the prestige levels that are supposed to be "extra" if the player wants a harder game. Viceroy is the "normal" difficulty, the way I see it.
As discussed plenty now, it has advantages and disadvantages. Those have played p15+ know both the advantages and the disadvantages. If you never experienced the 4 minute storm, it is logical that it takes time to get used to them and find out those advantages for yourself while getting used to deal with the disadvantages (indeed, no more "if i just favor this race the middle minute of the storm i might just get trough it or at most lose 1 guy"). I'm sure in time, everyone will start to appreciate it.
Somewhere in my absense btw, the change was made to implement a cooldown button on the race favoring ability. I think this was a much bigger thing than the 4 minute storm. I am wondering how the forum reacted to that at the time :)
Just building species houses and upgrading the first hearth once would keep you safe. Complex food adds another 1-2 years. Beavers and humans another 1-2. An additional hearth is about another year.
Unless you go mental on opening glades or bring hostility or -resolve events into the storm you should be fine.
When are you losing characters? Is it only lizards or harpies?
I never sacrifice one drop of it.
Surviving storm with only races that have 5 staring resolve:
Surviving storm year 1 & 2:
-Embark with 8 people minimum.
-Build housing for 8 people (+3 for resolve, 8 total)
-Build a park so you have an encampment. (+2 global resolve, 10 total)
-If needed, remove woodcutters until you are at hostility level 1 max.
Surviving subsequent storms:
-Be frugal in opening glades. I rarely need more than 3 dangerous ones and i rarely open anything else than dangerous glades. This means that during storms, you should never be higher than hostility level 2 in mid game and hostility level 3 in late game.
-Favor cornerstones that reduce hostility or give global resolve strongly
-Build hearths as many as you can fit and have the fire essences for. If you have good fuel supply, you can make them all encampments. (4 encampments = -120 hostility & +8 global resolve) If you dont have the fuel to feed them all, have some without any housing around them and only fire them up when needed for the -30 hostility.
-When you can, build the monastry, Guild House and Tavern.
-Put your people in jobs that make them happy. If needed during storm (or during your final resolve push for victor) even if they are jobs that don't need to be done.
If you want to see it in practice, search twitch my name without the number (or youtube arjensmit6684) and watch some streams, preferably the higher prestige ones. I think each of my P9+ video's show a pretty solid opening. The first 1 year of each video is pretty much identical and should set you up for a good game. What you should take away from it is the opening build order for year 1 and the way to make all choises and info come together so you can form a plan at start year 2.
I do the same.
I do consider this a weakness with the game. The player start surrounded by mostly small glades, that is basically a no-go zone on Viceroy and above, because of hostility. The best way to win is to find the nearest dangerous glade while avoiding the normal glades, and then do that two or three more times, never opening normal glades.
Is this what a beginner would do? Ignore all the supposedly easy glades and instead going for the hard ones before the end of the first Clearence? Of course not.
A beginner will open normal glades left and right. They have no evil events, so they are not harmful. Hostility is not a concern on difficulties below Viceroy anyway, so why not open small glades?
Then they try Viceroy, and suddenly small glades are the killers, with the dangerous glades the happy friends that help you win.
It is totally backwards. Normal glades should not increase hostility at all.
Oh, and Forbidden Glades are not worth it, and might as well not be in the game at all. The only time I open them is when they have the giant things in them, and sometimes not even then.