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They should've stopped adding DLCs when they had exhausted the regular gameplay mechanics for their different factions, because now every new DLC faction requires excessive scripting to add new mechanics solely related to that one faction to the game that's alien to any other faction - or they ignore existing game mechanics and replace them with their own, like the southern kingdoms did.
Imagine Age of Empires, where all factions have to gather the resources on the map to build units, and then they add a DLC faction that needs to expand into space to mine asteroids and can move its town center anywhere via liftoff. That's kind of what's going on in Northgard: Just add new things that don't work for any other faction and weren't in the game before.
Disclaimer 1: I play solo 90% of the time and only played Turtle clan solo thus far.
Disclaimer 2: Still getting to grips with Turtle.
So far I *think* it is very very weak but very very fun. I love the mechanics and flavour but it seems very under-powered. Slow as heck for one thing I feel, yet the late game is not strong to compensate. I struggled to get a war-band of 10 where I'd easily have 20 at equivalent time with any other clam I am used to. Also it can't scout for sh!t as I had to have all Scouts called back asap just to have workforce.
I think the root problem is the food cost of new villagers is over-tuned and far far too high. You simply cannot keep up with the villager growth of a normal clan. Even when I had had loads if Happiness (10+) and also had taken Recruitment lore, villagers were still costing 300+ food or gold mid-game (including Warchief discount) and the cost dribbles down so painfully slowly that all that Happiness and Recruitment seemed to do nothing. I even had +50 food outside winter and still could not keep up with enough villagers.
It is also quite buggy right now. I couldn't build a Lighthouse and also the tile overlay summary is very broken too. I had readouts like 4/6 farmers in a tile that had a fully-loaded upgraded farm and a full-loaded Caravan set on Wheat. Should have been 6/6 Farmers showing. I screwed around with villager assignments that time and ended up with it showing 7/6 farmers, lol. Also crashed a few times where this game has never once crashed before.
I am probably doing it wrong. For one thing I found I HAD to move at least my first 2 Caravans (and usually 3rd too) into the food tiles adjacent to my main so they doubled as a second copy of whichever food building you'd build there (+ silo). Once there, they typically never moved again, as I needed that double food building setup just to sustain workforce. So I always ended up with 3 Caravans rooted in my best food tiles where they never move again, and the 4th wandering about gathering remote ore and accompanying my army.
Kind of defeats the entire design of the Caravans being mobile. Mine really aren't.
I am rather disappointed overall, and on the surface DO NOT recommend this clan. But it's early days as I said. It can take me weeks to settle into a build order I like with a clan.
As you said, this clan is not enough strong. There is no special value. I saw a player who tried to win trade in 3v3 but we stopped him in time. So even in trading, it's not the best. So i dont understand for now the meaning of this clan. I thought it was for trading Mikgarard but Squirrel is better.
It is meant to work like that.
Apologies, I misunderstood. Not seen what you describe.
I am not really a trader in this game though, so maybe that is their thing or perhaps they can ONLY be competitive with a trade victory?
OR I must be really bad at this clan.
Is like Battle Reals, you can play the good or the bad side.
With Lion you can play different civilization but still be part of the viking story.
But I agree with you about cheating the game mechanics. Is the very point I so much feel cheated about Eagle; this clan doesn't need (in part) all the tiles and buildings like all others must have to play the game.
Because the game is now in development hell, as could be experienced when they release the next DLC before having been able to fix the issues introduced by the previous DLC or the new bifrost game mode, they actually urgently need to swap the focus entirely to fixing the game. I've got the feeling that's not what's going to happen since players are so ready and willing to buy ships-with-issues-on-launch DLCs for the full price, rewarding all the behavior that lead to this.
Sadly they've also missed the point at which restructuring the game's code to allow for new mechanics to be added without causing such an uptick in issues was still somewhat viable. Initially too much work, understandable, but it was clear that leaving things the way they are would lead to a poor state of the game the more content updates the game would receive. Major instability with updates could be noticed ever since they added the rat clan and that was 26 Jan, 2022. Now there's bifrost mode in the game and a bunch of other DLCs, making it much more work to even attempt this than it was back then.
This is Definitely NOT a solo clan 1vsWorld forget it!