Jon Shafer's At the Gates

Jon Shafer's At the Gates

Dr. A Mar 22, 2020 @ 5:32pm
Number of clan traits selection and slowness
Today, every clan have 2 traits. Its very cool for diversity ans replayability, but I think it is a big constraint to :
1. adapt (which is also considerate as difficulty).
2. Painfulness to read, which slow the game (which already lack a bit of dynamism and rhythm, even for a turn based game).

I think it will be a nice addition to the game to choose at the start the number of traits by clans (0, 1 or 2 ), like food consomption.

Talking about slowness, movement penalties for entering tiles like forest and river could be reconsidered?

My 2 cents
Last edited by Dr. A; Mar 22, 2020 @ 5:33pm
< >
Showing 1-2 of 2 comments
clayffo Mar 24, 2020 @ 9:22am 
There are 3 solutions for your second comment regarding movement

1. Have surveyor build roads
2. Select clans with movement bonuses for active jobs like warrior and explorer
3. Don’t move thru forests in winter . Time movement to the seasons and where you’re located. Top of the map has the most snow/ weather and bottom has least
Dr. A Mar 25, 2020 @ 9:48am 
What you are saying is true :
1. Surveyor are the best option. I always go for it, but maybe too late (you also need 10 tools, to train it, and he is usually not the priority). Anyway, you build 1 tile/day. You don't start with roads !
2. Yes, when it is compatible with the other trait. Mobility is also needed for foragers and builders... you can't have mobility bonuses for everyone. I also struggle with moving the settlement.
3. Very situational : you don't choose where you start.

I think the game is globally too slow.
< >
Showing 1-2 of 2 comments
Per page: 1530 50