Jon Shafer's At the Gates

Jon Shafer's At the Gates

Clan banishment
I know it's kind of the point of the game to make a player deal with the clans they get and make it work and that's some of the rogue like in the game because 1 playthrough you get perfect clan compositions and everything is AMAZING then the next they want other to be punished left and right.

But it's not that as much of getting a really bad clan at start can feel crippling or at least would make you feel alittle more inclined to stay and make it work if you could reroll a clan.
I wouldn't mind honestly seeing like a reroll for 1 of the first 3 clans on turn one. Just so you can try to get something a little more suited to your style but at the same time trading a clan for another unknown could be bad, so it does add some rogue like to it. If you reroll and get something worse, then you deal with it.

I'm just the type that like early desicions that can have profound effects later.
Why I love civ so much because you can plant a seed if you will and 200 turns later see that turn into something. Wouldn't mind some more options to help add that feeling into game.
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Showing 1-9 of 9 comments
clayffo Jan 24, 2019 @ 1:29pm 
there are a few things you can do to mitigate this.
1. make sure the clan is doing a job that will not put them at risk for getting upset or commiting a crime. this is not always convenient because you may need a blacksmith, but you roll a clan that wants an active profession.
2. always punish one of the parties and rebuild them. this is somewhat painful in the short run, but both clans will descend into being resetful and both will be highlly unproductive when being upset.
3. rebuild includes giving them wine, enobling them, and pairing them up with clans that have a bonus to mood. (best to put the ones that improve mood in the camp)
4. remove the negative quirks that cause them to fight with others (via training an instructor then using 50 parchment)
5. if all this fails, ship them off to the legion for retraining
Last edited by clayffo; Jan 24, 2019 @ 1:30pm
BLACKcOPstRIPPa Jan 24, 2019 @ 3:52pm 
Originally posted by clayffo:
there are a few things you can do to mitigate this.
1. make sure the clan is doing a job that will not put them at risk for getting upset or commiting a crime. this is not always convenient because you may need a blacksmith, but you roll a clan that wants an active profession.
2. always punish one of the parties and rebuild them. this is somewhat painful in the short run, but both clans will descend into being resetful and both will be highlly unproductive when being upset.
3. rebuild includes giving them wine, enobling them, and pairing them up with clans that have a bonus to mood. (best to put the ones that improve mood in the camp)
4. remove the negative quirks that cause them to fight with others (via training an instructor then using 50 parchment)
5. if all this fails, ship them off to the legion for retraining
I will have to keep this in mind, mainly the rebuilding part.

I have already been doing the sending them to an active profession to try to low chances of fights amonst my clans, I also try to train at least 1 plus mood into a social or settled job so they can live in city.

I will try doing the remove negative quirks for the 50 parchment.
Never did it previously because 50 seemed like it was way to much, but if you get 1 cattle farm and 1 parchment maker it actually is pretty reasonable.
BLACKcOPstRIPPa Jan 24, 2019 @ 3:53pm 
I don't think harvesting animals though purely for parchment is smart, that seemed to low a result to lose the cattle or animals to soon after. A more permanent solution for cattle gain is better.

Do the wooden ranches fail eventually?
I don't think I have seen them deplete now that I think about it.
Axelius Jan 24, 2019 @ 4:08pm 
Pastures and Ranches work differently than other resources. Pastures add the number of "turns"/animals directly to your stockpile. The pasture itself won't actually degrade, but you can effectively empty the tile. If you abandon the pasture you also lose all the animals in it.

Ranches do the same, but triple the amount of animals, as well as adding one animal every turn. As such one pasture can effectively support one parchment maker, making for infinite parchment. That one animal production is also affected by production bonuses on the clan (so an unhappy clan will produce less, for example), as well as production bonuses from Engineers in the Crafting Discipline. There is also the Shepherd profession that makes all pastures produce one animal like ranches do.
clayffo Jan 24, 2019 @ 5:35pm 
yes stone pastures with a shepherd are the way to go. also get an engineer as they boost animal production for ranches.

if you have +1 animals / turn (say cows) and you have a vellum maker upgraded, you can do 60+ parchment per turn. even a regular parchment maker work pretty good fullly upgraded once you have the + animals
Jon Shafer  [developer] Jan 25, 2019 @ 8:53am 
I don't think I'll ever add the ability to simply get rid of a clan, so don't hold your breath on that one. :)

That said, I'm absolutely open to the idea of adding new mechanics changing the clans in some way to make them better or less-bad. The Instructor was something I added very recently, for example.

- Jon
Last edited by Jon Shafer; Jan 25, 2019 @ 8:53am
Hear Marko Roar Jan 27, 2019 @ 1:09pm 
One thing that could and should be added though, is the choice of whether you want to accept a clan you discovered as a freeby or 'liberated', right?
Last edited by Hear Marko Roar; Jan 27, 2019 @ 1:09pm
FalconerHG Jan 27, 2019 @ 1:44pm 
For me the system is fine as it is.

I want the game to throw me curve balls, I like not quite knowing what will happen next.

There are plenty of ways to deal with difficult clans:

- They're shoe ins for watchmen
- Send them off exploring
- "Fix" their faults with the instructor
- Have clans with nullifier traits sit on the same tile with them (ie, your settlement).

Sure, the latter two are not available early on, but especially in its current form (ie, weak AI and problems with conquering enemy lands) the whole attraction of At the Gates IS its early game.

Don't change at thing. :)
Last edited by FalconerHG; Jan 27, 2019 @ 1:44pm
Jon Shafer  [developer] Jan 28, 2019 @ 11:48am 
If nothing else I plan to add some game options so that people can play in different ways.

- Jon
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