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1) There are literally zero areas worth settling a new city, in terms of resource node clusters.
You can only find isolated wonder sites, nothing else.
2) Starting distance setting completely ignore the whole underworld.
Even with the "massive distance" mod you will end up barely 2-3 screens away from the next surface player.
3) Most of the time, the nearest passage to the surface leads directly to a "Gold" spawner with T4+ defenders.
https://steamcommunity.com/sharedfiles/filedetails/?id=2973633675
I used the Create Forrest spell, which adds Mushroom Forest in the underground and it worked
https://steamcommunity.com/sharedfiles/filedetails/?id=2973633699
And I can even stretch out through the tunnels to the next adjacent free open space and expand there
https://steamcommunity.com/sharedfiles/filedetails/?id=2973633712
Now I feel stupid I didn't try this earlier and I feel compelled to start another underground campaign lol.
Currently what I do is I just pump out vassal cities in the small spots. Then the area is 'used' but I do not have to care too much about it.
It does seem interesting though that you can make the small tunnels in bedrock provinces habitable. When I tried on the tutorial map it showed that I could not use the Earth Shatter spell on bedrock, but I did not try using it on a bedrock province AFTER opening up it's tunnel.
Two identical empires ran by the same person one underground one surface, the surface one will be comfortably superior. More EXP, more terrain, more resources, more items, less hampered movement, etc.
Yeah, I image they'll tweak it. My first 3 games were underground races and it was thematic but underwhelming.
In AOW3, you sometimes started on a continent with 2 entire screens on the side only having like 1 library or crypt landmark. Also the surface exploration was greatly stalled by oceans being vast and having extremely dangerous pirates with flying units and galleons.
Though at least you could compensate by simply building more cities, even if they didn't have a couple of resource nodes.
While the AOW3 underworld was always filled to the brim with resource nodes and landmarks. Like those little enclaves with at least 3 nodes within the initial city founding radius, you had one of them per screen on average. Having several races being able to start there without penalties made it simply the better choice in every aspect.
Now on the AOW4 surface, no matter where you look there are HUGE clusters with resources, everywhere. Literally looks like someone spilled a bag of resource candies across the whole map. If it wasn't for the extremely expensive city cap upgrades, you could found 1-2 cities per screen.
In turn it isn't exaggerated to say that the AOW4 underworld has absolutely nothing outside of the city spawns already present at game start. And the excavation process is unbelievably dull and slow. Due to the city cap, it simply isn't viable to found a city without resource nodes.
It is fun, and the bedrock is no serious obstacle. I just did an industrious underground empire yesterday and it was a bunch of fun. Basically all dungeon delving and treasure hunting.