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Game flow/choices : Share your saves here!

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10 years ago
Sep 25, 2014, 10:44:15 AM
Hello!



How do you guys evolve during the game ?



Your last saves already contributed to revamp the Tech tree among other things. Now the game has been released, for those who want to share their experience, we would like to analyze a bit the research choices, as well as the construction choices you made, for balance purposes, by loading your game save and by looking at your progression.



Here are some specs that would help even more for analysis:

  • A minimum of 50 turns played
  • Game saves close to Turn 50 or 100 or 150 or 200 or 250 (or all of them!)
  • Preference for game saves after turn 150





Please, share here your game saves. As usual, some comments or complementary infos like a short summary of your settings are welcome.



Thank you! smiley: smile
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10 years ago
Sep 25, 2014, 4:37:54 PM
This is a multiplayer game to Turn 104 on Fast settings played on 9/23. Eight players were active at the beginning of the game and seven for most of the game...



Drakken - Turn 1.zip

Drakken - Turn 24.zip

Drakken - Turn 41.zip

Drakken - Turn 62.zip

Drakken - Turn 86.zip

Drakken - END.zip



The first forty turns took about an hour but we got bit with desyncs and waiting for battles after and the entire game took 5 hours.
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10 years ago
Sep 25, 2014, 10:54:45 PM
Roving Clans game at Serious Difficulty.



Roving Clans - Turn 63.zip

Roving Clans - Turn 240.zip

Roving Clans - Turn 450 score victory.zip

Roving Clans - Turn 457 Economic Victory.zip

The main Problems of my game were:



    noone selling mercesnaries, which made completing of the main quest impossible.




    Passive AI not recruiting Units. If I hadn´t been RC, stomping them wouldn´t have been a problem.




    Very strong growthrates after Age IV, allowing my cities in more hostile environments too grow just as big, as those in more temperate regions. I´ve made a thread about this on G2G.

    As a result, the impact of winter after turn 300 wasn´t really an issue.




    Upkeep of late game buildings isn´t really a problem when I make 7K dust.




    Other factions can be bribed way too easily. 50 Titanium and they will do anything for me....ANYTHING They shouldn´t also accept deals as easily when the bar is barely green. Actually I just got an Idea, see below in the Suggestion list.




    Happines - After turn 250 with wine and some other luxuries I could keep the happiness of my citizens permamently at a 100%. Not challenging, not good.




a few Suggestions:



    The unique buildings, like national monument, arena or superfactory are neat, but why not make them also visible improvements on the map, to make each city more unique




    A food supply system, akin to trade routes, would make for some great strategic choices ingame. Simultaneously I think food ouput from late techs like Plow shuold severly be reduced on fields which generated none or little food in the first place.




    On Diplomacy: Right now it is very easy to strike deals which last very long, by just giving the bare minimum needed for the green bar. So why not make it so, that we apply a timer to those deals? If I give you 100 Dust, we will have open borders for 20 Turns. But if also 50 Glasteels, 20 Wine and 30 Titanium, we will have them open for 40 Turns! Those are just some numbers to illustrate the concept of this Idea.

    This way, we as players would be encouraged more to really bargain with other nations!




    This one is more a thought about expansions, but it would be very neat to build advanced walls (e.g Theodosian walls), towers and castles, so that we could transform some of our cities into strong fortresses. Would go very well with factions like the BL or WW.
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10 years ago
Oct 4, 2014, 9:42:21 AM
Turn 110 (normal speed, Endless difficulty) wonder victory with custom wild walkers on islands map. Think this can be improved to be around turn 90 (after 3rd empire plan). Turns 60-80 look unrealistic to me atm (racial quest needs empire plan 4 at some point). Maybe Advanced Diarchy can help.



Racial traits:

  • Cellulose mutation
  • Industry efficient
  • Food efficient
  • Pitiless
  • Fast travelers 1/2





Ended up being #3 in terms of score, mainly because of vastly inferior military score. Also was #4 in terms of research (although not that far behind). #1 in terms of pop, expansion and income. Didn't fight much except for throwing one greedy AI that colonized a region on my island back into the sea and killing a few scouts. Never discovered the rest of the world either smiley: smile. Next try would be to beat AI scientifically on Endless without aggression.
Keepers - Turn 110.zip
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10 years ago
Oct 8, 2014, 4:43:05 PM
Greetings,



This was a 7 person multiplayer game on fast setting that ended up as 6 people and 1 ai (broken lords) because one person had terrible ping and left. I have noticed many crashes and desyncs when playing multiplayer, so hopefully this will help out with that also, but for the most part once we were able to get past turn 2 things were pretty smooth. these are the last 4 autosaves of the game up to turn 67. It was prob like a 4 hour game (actual gameplay).



AutoSave 2430.zip

AutoSave 2431.zip

AutoSave 2432.zip

AutoSave 2433.zip



Keep up the great work, love the game!
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10 years ago
Oct 13, 2014, 3:14:23 AM
Short and sweet. A 3FFA vs Eystein and Vodice, fast speed.

thanksgivingbeatdown.zip



Notes:

-Playing the Cultists without glasteel in my capital region was rough. The minor faction villages didn't give a meaningful amount.

-Eystein (Wild Walkers) had a huge FIDSI boom around turn 40. This was far greater than the FIDSI I'd gain from converting more villages, so I had to attack him.

-The Cultists must raze cities and prioritize stockpile techs to stay competitive through the mid and late game.

-As the Cultists, losing units upgraded with strategics is even worse than normal. You will have the lowest strategic income.

-Because of the last two points, your entire game hinges on the first time you siege a city.

-This gameplay might be more "all or nothing" than intended.



I will try to post meatier games in the future, and give more information. Would you like my tech order? Empire plans? Anything else?
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10 years ago
Oct 13, 2014, 4:51:48 AM
My first game - hard difficulty, all other settings at default.



I save frequently as I go through the game, so I have 80 saves from various points that you can have if you want, but here's turns 50 and 100. I can't give you saves after turn 150, as I won on turn 109 (with a wonder).



Note: I have a tendency in 4X games to focus on growth to the exclusion of military, so I rarely start wars and often feel unprepared when other players declare war on me. In this game, I neither declared war nor had anyone declare war on me, the entire game. I harassed (but didn't kill) the orange player's settler early in the game, and I had some of my scouts killed while exploring the territory of players at cold war with me, but mostly I just fought the roaming armies.
Wild Walkers - Turn 50.zip
Wild Walkers - Turn 100 - lvl 4 econ.zip
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10 years ago
Oct 14, 2014, 2:52:42 AM
Brennende Magier - Zug 50.zipBrennende Magier - Zug 94.zipBrennende Magier - Zug 99.zipBrennende Magier - Zug 101.zipBrennende Magier - Zug 151.zipBrennende Magier - Zug 186.zip



First time on impossible with Ardent Mages. Well i shouldnt have won by the way. I was neglecting all the micromanaging and was just pushing through. Without the dust stun magic i would actually lost that because of the orc initative madness of the Vaulters.



I uploaded a few at turn 100 because there my citys were unprotected and the vaulters just stand right next to them and do nothing. They were totally ignoring me by that time and i started to siege the northern city with just one unit. Additional i uploaded 181. There i sold almost all my military units and you can clearly see how much of a disadvantage i was and still they are asking me for an alliance and gifting me things. I won at the end with science because i could easy trade the final tier techs with the ki.



-Snowballing too high cause of expanding



- Ki should attack citys with no guard if cold war. Everyone would do that smiley: biggrin



-I think if you focus on a few big citys it should be an option atleast (3 citys witht he right techs should be the same atleast as 6 smaller ones since they have more luxus and stuff)



- The ki never should trade the top tier techs. No player would do that i guess.



-The ki never buy harbours for trading



-warfare is too rewarding since it gives a city with all buildings in it, more ressources and lategame when dust is no problem you can just instabuy new troops. Maybe something like rebuilding the city first for a few turns can help.



-i would like to see the ki buy more of their factionunits. I often see them (not only this game) buy those assmilated troops only. Never saw one with a tech tier 2 unit.



-They always go for the sciencevictory i guess



hope that helps smiley: smile



PS: this was a river map. I guess some of the kifailures are because of that. Further i was just expanding and ignored the happy status till round 100 or something and didnt got punished for that.



PsPS: i really shouldnt have won that
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10 years ago
Oct 22, 2014, 8:11:52 AM
Game #2: Impossible difficulty as Ardent Mages, wonder victory on turn 142



A few observations:

- The faction ranged unit with the AOE fire rain was very useful, I wished I'd researched it earlier.

- I couldn't justify using the faction flying unit because it was too expensive (in industry); I wish I hadn't bothered researching it at all. I can see revive being a useful capacity, but it was triple the cost of a warlock and that looked like pretty much its only combat advantage.

- A faction-specific 6th era tech that costs as much as the scientific victory techs but just gives you +1 pillar level? Why? I can't even imagine a situation where I would get that.
Ardent Mages - Turn 50 - war.zip
Ardent Mages - Turn 101 - winter 3.zip
Ardent Mages - Turn 141 - win next turn.zip
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10 years ago
Nov 11, 2014, 11:24:23 PM
Hello I'm a new player but maybe could those saves from new players also tell you something about your game.



Necrophages is still in progress and is on normal difficulty and small map.

Ardent mages is easy difficulty and small map, I won this by taking all capitals

Cultist difficulty is also Easy/small(but with 6 empires) and won by diplomatic difficulty
Ardent Mages - Turn 51.zip
Ardent Mages - Turn 97.zip
Ardent Mages - Turn 117.zip
Ardent Mages - Turn 120.zip
Cultists - Turn 72.zip
Cultists - Turn 153.zip
Cultists - Turn 197.zip
Cultists - Turn 260.zip
Necrophages - Turn 63.zip
Necrophages - Turn 99.zip
Necrophages - Turn 156.zip
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10 years ago
Nov 19, 2014, 5:40:16 AM
My games end up going faster than you seem to expect. I've never had a game last 200 turns, and, lately, my games aren't even lasting 100 turns.



Here's a small endless game against 3 AI (2 already eliminated) with custom Broken Lords. At turn 50. It didn't last 100 turns.
Thousand Sons - Turn 50.zip
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10 years ago
Nov 19, 2014, 1:53:25 PM
Hello everyone,



Thank you a lot for your saves! Your participation has been really useful for the game designers.



Cheers,
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10 years ago
Nov 20, 2014, 4:54:55 PM
Hello Saylawl,



since you´ve unstickied the thread, does that mean you´re not interested in analysing more saves anymore?
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6 years ago
Jan 6, 2019, 11:18:37 AM

Thread still active? If anyone would like to dump there saves I would appreciate it. :D

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