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If you don't have enough army by turn 50-60 to deal with it, you are developing way too slowly.
Also you can disable it (together with other happenings) in the advanced map settings.
Free cities do grow and can upgrade their tier with time, although I noticed they sometimes do it slowly.
Also free cities founding new cities is nonsense.
Infestations for me are affected by realm traits chosen at start of game. undead mostly, lots of dragons, more beasts and nature, lots of giants. there are options to pick through. doesn't mean all infestations are that theme, but gives them the majority.
yep, i know. but i want things to "happen". i want to disable specifically toll of seasons, because i don't like it. most other events are fine with me(some others i find don't mesh too well with my world.).
didn't know they could grow in tier.
when googling around, i saw a developer specifically stating on a "bug" report about that issue, that free cities weren't advancing, that they intentionally disabled them from doing it, because they didn't want them like players.
with the last point, i don't know what you mean "nonsense." if you think it's nonsense that i want free cities to be more immersive, dynamic, emergent & believable, like little counties, city-states, dukedoms, kingdoms, with goverments, or leaders who fight for fertile lands & resources for their people, or megalomaniacs seeking domination, rememberance, and power by conquest & subjugation etc.
rather than a static gameplay entity that exists to be exploited, then you probably missed the part where i said i don't play games to "win", or "compete".
i'm not looking for the "satisfaction" of beating the AI, or other players in casual matches, proving i'm the best, and boosting my ranks, while looking up on the new "strats" following the current meta's, that come with the broken balancing, and hard nerfing.
not looking for league of legends, rocket league, DOTA, warframe, age of- ensemble games, overwatch, mobile games, etc. where you pump out for minutes to a few hours for that dopamine hit of being "better".
i don't care about being "good" at a game.
if i want to compete at something, i'll start back up at boxing, or mma classes, and spar people.. which is vastly more satisfying than finishing a match, losing all your progress, and doing the same ♥♥♥♥ again, but more "optimized".
as i stated in the post. i know this game, among most other strategy games are designed for the competitive scene,
i'm not that kind of player.
and, i appreciate the solution you sent.
i've found a console command "IAMGOD" which allows you to auto win resolves, supposedly. i found that before making my post.
but, after wasting 5 turns blowing all my gold on insta training expensive units, and having the seasons ♥♥♥♥ up other AI teams, i decided the game was dead, and gave up/deleted the session.
the realm traits i choose are.
[-----------------------------------------
continents/islands
scorched climate
wildlands
massive underground
no free cities
regenerating infestations
unlimited power/volcanic eruptions(want both..)
-------------------------------------------]
i also have all victory conditions disabled, everything on normal, very large map, & 9 players, as that's the maximum on size & players.
the idea i had behind it was something similar to "the great dying", or a volcanic apocalypse turning everything into a toxic wasteland, with dead oceans, nearly lifeless land, lava flows, with ashen scapes, & mineral deposits over the surface(sadly, i can't combine the traits, or customize further).
i wanted a more grounded game, without all the astral nonsense(including without a fair few of the books. don't want insta-death magic, "order", or other forms of intangibles without explanation.), with all the different races to disperse, "evolve"(racial transformations, and new abilities!!!!) & try to survive in this hostile environment, with limited resources, where the habitable, green areas have fairly recognizable life, and the more harsh ones having stranger, more specialized & adapted fauna.
unfortunately, irrelevent of whether it is an umbral rift(which usually has 1 umbral creature, with the below), great birds nest, or other, and whatever biome or climate it's in, it always has the same combinations of:
karagh
phoenix
ice spider matriarch(lol, in an ashen wasteland, desert, or jungle!!)
swamp troll(both in silver & gold nests. if gold, it usually has 1-2 of above + this troll)
white wolf
caustic worm
river troll
spirit wolf
thunderbird
brewer ogre
butcher ogre
various spiders
birds/crows
wolves
inferno hounds
wyvern/wyrm evolving hatchlings
etc.
they all seem to be in the same armies, even though they clearly aren't natural friends.
in what world are dinosaurs(birds) & reptiles, friends with invertebrates, worms, and wolves?
why are wolves, worms, ogres, inferno hounds, and creepy crawlies in the ocean on boats???(i know the boats are a mechanic for creatures that can't effectively traverse water) in "pirate coves".
there's no thematic immersion or believabilty at all.
and, as i complained above, the whole world "evolves". with dogs turning into spiders, and ogres turning into phoenix's & karaghs.
i wish instead, i could have those 'themed" environments, where they slowly change/spread/grow overtime from adjacent climates & biomes. similar system to "worldbox".
if there's mods that can do that, i would appreciate it. i tried forming world trait, and it was just a random, nonsensical mess, where any biomes could be anywhere... tropical environments next to snow. jungles & swamps next to deserts, etc.
which clashed horribly with the lava lakes trait i had initially, before changing over time continents & islands.
In general though, it sounds like the experience you are looking for is not something Age of Wonders will be able to provide. Or at least not without massive concessions.
i have seen that there are fairly limited unit types for animals.
i can respect this aswell, and as i've said, i can see that is not what you guys are targetting.
although, i would still like to see more game creation customization, such as disabling specific events, tomes, etc, seperate options for agression & growth, infestations & free cities, etc.
I have a couple questions, if you have time.
i'm sure you guys are fairly busy, so i'm not holding out hope for a response.
1. are free cities AI/capabilities hardcoded? if not, what are some broad limits?
haven't looked too deeply at the mods, but wondering if more functionality could be
added, if someone were willing to script it. as an example, would it be possible to
script in ai behaviours for founding more cities, even if they themselves become an
independent entity, rather than a "vassal"/settlement under the creator.
another part of this, which ties in heavily with question 4, would be the control/ability
of modding events/happenings in relation to free cities.
2. is infestation generation hardcoded? as above, what are general limits? could i say, write a script for spawners based on province terrain types, including their growth stages?
similar to above, i'm just wondering what sort of freedom there is here. would it be
possible, for example, to create a "wolf den", that generates only wolves, and only in
forest/arctic climates, and alter/remove "growth" states, etc.
3. what are the limitations on races/cultures modding? could i say, create a race that only spawns animal(or more specific sorts) units, and has limited/no access to tomes, etc?
if this is possible, i could potentially completely skip out on utilizing infestations all
together, and just make 1 or more of the players as the infestation generators.
which, with the mechanics would be able to found more "nests", and
limiting their army creation by requiring them to place province improvements that
are tied to specific terrain types, which unlock animal units. in that "nest".
e.g. ash/lava den being a requirement for the wolf "player", to create inferno hounds
4. can you mod/create "happenings" & other storied events? and, what limits are on those?
i've downloaded a wonders mod that supposedly adds more variants to the wonders'
events, as an example. so i have to assume that modding those is a possibility. but,
could i edit an event that, as an example, that completely destroys an entire city, &
"terraforms" the provinces into lava lakes, etc.
5. is terraforming of water/lava/bedrock terrain possible with modding? and could modding allow mountain formation?
will be exploring mods more to see what is out there. i haven't dived deep into the
modding scene of this game yet, as i have with a good portion of the other games
i've played.
The free cities are meant to be little city states that lack the manpower, basic resources, and leadership to be powers in their own right. In this game literally every ruler is a god or is most of the way there. This is why you can resurrect the dead, why you can twist your species with transformations and enchantments, and why your ruler is able to reincarnate.
The free cities are godless and thus largely only useful for what little strategic advantage they can provide. They are merely mortal in a land where gods war.
Note, I play almost exclusively permadeath. This game has both a very good reason for death not being permanent and, more importantly to me, gives weight to losing your leader beyond just a minor resource penalty or having to reload a save. Death is actually relevant beyond being a slight annoyance and waste of time. As such, this is one of the few games I play with rpg elements where dying isn't intensely immersion breaking.
I can be a literal crystal dragon Jesus, or The Highlander, or Daemon prince Angron, and the games mechanics and lore blend perfectly with such leaders. Being a mortal leader in this game is substantially less immersive sadly. Would be pretty neat as a society trait though.
Maybe something like "Mortal Supremacists: [EXP boost, No resurrection, Dead leader = surrender, Cheaper heroes, Free city relations boost, Can Uplift Vassal free city to Ai player status instead of integrating"
On turn 90, Toll sent...
THREE Summer Scourges + Two Transmuters + something else
6 more units
6 more units
I threw my entire empire at them and was wiped, killing almost nothing.
It wrecked my game that I was doing fine in and having fun in.
Devs, please allow us to fully and clearly toggle off Toll of Seasons. Thanks.
Personally I love this game and the experience it provides.
I greatly dislike Toll of Seasons, as do many of your customers I speak with. Over on the discord there are requests to turn it off or at least tone it down. Lots of people find random "welp, game over for you" to be seriously un-fun.
More than that, AI empires don't know how to deal with toll. They stand there with an underpowered army containing their rules as it crushes their capital, knocking them out of the game. It really messes up the flow of the game when that happens, empires just randomly being erased because of bad AI.
It's just bad game design in so many people's opinions, and I know it would take someone about 10 minutes of work (tops) to give us the option to toggle Toll off. I think it's a pretty reasonable feature request. Thanks for listening!
The Toll are vermin. They are beneath you. Kill them. Demonstrate how stupid it was for them to challenge you.
sorry for late reply. my provider decided i was subletting or some nonsense(i live alone lol. i ain't selling ♥♥♥♥!) and cut me off.
i agree that the game has it's lore or whatever. but, i'm a stubborn, stupid person, who hates aspects/large portions of most fantasy, and was seeking to customize something more my own.
i.e. no astral plane, no respawning characters, no ♥♥♥♥ you/unimmersive gamey abilities(insta kills, the entirety of the umbral host of powers, which are frankly BS, no tome of severing, no "morale" or "boon" stealing..)etc.
the game also has the 9 player limit(seen people talking 12??), each with gods ruling them, which partially kills the idea of competing with mortal contenders. i am a huge fan of CK3. and i personally modded in abilites to allow me to play as a god king. sadly, my modding ability is pretty poor, and atm, i'm too lazy to do visual modding. i also like the immersive battles, city building, etc in this. with a dynamic map.
for free city states, there's alot i can say. but i'll just say i disagree. i think history has shown that ambition, progress, growth, and conquest have always won out, regardless of the success of such campaigns.
i do like alot of your ideas on the mortal ruler though.
i really don't know why you replied with this.
the guys saying it isn't fun for him, and many others, and your reply is either, "get gud", or, nah... they're easy, crush them.
this doesn't at all address the issue, and at worst, it's just dismissive and crappy.