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Neolithic era overpowered

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4 years ago
Dec 18, 2020, 8:16:45 PM

It's turn 16, I have 10 outposts, 65 tribe units. I eliminated all other 3 factions in home continent


I postponed choosing first era culture to stack tribe units, so I can turn them into runners choosing Harappan. However influence generated by hunting and exploring was way more than I expected. I found that not choosing 1st era culture is a easy way to expand. The grow of the cities would be faster than choosing the 1st era culture asap because all those tribe unites can be converted to population.


The thing is, it is too easy to hunt wild animals and defeat other tribes. I don't know why but my tribe unit's combat strength is 1 higher than opponent's. And since wild animals doesn't care about terrain, only 1 tribe unit can hunt all kinds of animals. In contrary to the easiness of hunting, its reward is quite big. deer gives you 10 food and 10 influence, bear gives 20/20, mammoth gives 40/40. In addition, ransacking lairs and sanctuaries, and outposts gives foods too. This makes nomad tribe earn so much population and influence. I think the figures should be adjusted.

Updated 4 years ago.
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4 years ago
Dec 18, 2020, 8:33:57 PM

I do agree it’s easy to control and effectively prevent any other player to become competitive in the Neolithic era. But what i find most frustrating is that, without human multiplayer testing, it’s difficult to 100% know what would be the sweetspot to adjust the neolithic era values—as it’s clear the A.I is having trouble prioritizing certain actions when compared to a decent human player.  One thing is for sure: Agressive scouting is waay too powerful. I’d be okay with making so that beats require 2 scouts to defeat(making them mammoths with worse rewards) while Mammoths require 3 to 4 scouts to defeat.

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