chrstgtr
Balancing Advisors-
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chrstgtr last won the day on February 28
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It's a conspiracy and @AlexHerbert is in on it too
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I’m just convinced that you edited your original message to try to make me look bad
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The missing context here is that houses used to be free for ptol, so Vali was just placing them as fast as he could at the edges.
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Food trickle efficiency: Ice House vs Corral + Cows
chrstgtr replied to ffm2's topic in Gameplay Discussion
This would make them more useful earlier. I like the suggestion. -
Many thanks for bring back the old badsou maps.
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Food trickle efficiency: Ice House vs Corral + Cows
chrstgtr replied to ffm2's topic in Gameplay Discussion
This was when they were built in a23 (back when they were still useful). Usually to break a stalemate in a 3 (plus one very useless player) v 4 situation. The 3 would be outplaying the 4 in basically every way but couldn’t win because of pop cap limits. -
Food trickle efficiency: Ice House vs Corral + Cows
chrstgtr replied to ffm2's topic in Gameplay Discussion
I also liked the idea you posted awhile ago about it housing super strong techs like eco super boost, military super boost, and pop boost everyone did but some random person no one had heard of before or since. It didn’t matter, @Nescio was just awful and forced his awful vision for the game forward and lost many players in the process. I honestly don’t think the game has recovered since, which is a real shame because the game had just expanded a bunch during covid -
Food trickle efficiency: Ice House vs Corral + Cows
chrstgtr replied to ffm2's topic in Gameplay Discussion
Boo. In a23 there was a real decision between going for WTF, wonder (for extra pop), or champs. That’s is an objectively better setup that what exists now, which is only a choice between champs and WTF Novelty is also silly. You could say that about any unit, building, and/or tech -
Food trickle efficiency: Ice House vs Corral + Cows
chrstgtr replied to ffm2's topic in Gameplay Discussion
That means you might recoup your resource costs 15 minutes after the game is over because all your allies resigned while you were spending all your time building a really expensive building with no other use. -
Food trickle efficiency: Ice House vs Corral + Cows
chrstgtr replied to ffm2's topic in Gameplay Discussion
Strong agree. It used to automatically give a small pop bonus with the tech to get even more. Then our former glorious leader @Nescio said this was unnecessary and that the wonder was still useful as a temple. Such a brilliant understand of the game he had -
Food trickle efficiency: Ice House vs Corral + Cows
chrstgtr replied to ffm2's topic in Gameplay Discussion
Wonders are one of the most useless building in the game. They super expensive in resources and time. I don't know if I've seen a game all alpha where building a wonder helped that team (assuming it isn't a win condition). -
Food trickle efficiency: Ice House vs Corral + Cows
chrstgtr replied to ffm2's topic in Gameplay Discussion
This is a real hack. I like it. My main point is that food is the slowest gathered resource. So you can't value it the same as the others in a 1:1 basis. It's also the resource most likely to hit 0 when a player loses. Additionally, the auto train cows part can get a player into real trouble if their food supply suddenly runs low. -
Food trickle efficiency: Ice House vs Corral + Cows
chrstgtr replied to ffm2's topic in Gameplay Discussion
Interesting but it’s an incomplete picture. 1. Corrals use food as a resource input, which is slower to gather. 2. Corrals use of food to gather food also means that the food collection chart will have lots scarcity dips caused by capital investment costs. This is pretty dangerous and can bankrupt a player quickly. 3. Corrals require more micro. 4. Corrals require continual investment/management whereas ice houses just need to be built once. 5. Ice houses are unique to Persia, which has a higher pop cap/ eco potential, so more it’s easier to collect the input resources 6. You’re missing the corral training tech 7. Cows can be batch trained 8. You can build 7 (or more corrals) all at once all in all, I agree ice houses need a buff but I don’t think it’s as desperate as the above portrays -
This. Fights necessarily involve attrition. There's a place for formations, especially at the start of fights. But fights shouldn't be determined by on player clicking their fighting units into formation and the other player being slow to hit H before their units try to chase enemy that ran to the back of a formation. As a related note, I don't think units going into formation should be able to run. There should be a cost associated with having a disorganized army and calling them into formation. Right now, going into formation is mostly a gimmick to get kills similar to how dancing heroes used to occur. ---------------- I think the voting options are overly limited. I would want melee in front and range in back, regardless of whether those units are cav, inf, champ, and/or CS.
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It’s also fixed to this specific alpha. Snowballing has been around for a long time. This thread is evidence of that. There are underlying factors that contribute to that, which have nothing to do with cav/champs being too strong. It would be wise to listen to some of the old heads that have been around for a longer time that have learned the (often painful) lessons of previous alphas
