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Posts
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Joined
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Days Won
52
Everything posted by Gurken Khan
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Yes. And the nickname isn't "family friendly".
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A gherkin tub ("Kahn" is German for tub).
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I believe players don't build walls because they're not efficient. If you want to change the gameplay to encourage turtling I expect heavy resistance from the vocal MP crowd. I always build military colonies, because they each have a unit I want. If territory and cost are reduced, I guess I would build more CCs/MCs, but I don't see it as a priority.
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Two-Gendered Citizens Mod (Please Test!)
Gurken Khan replied to wowgetoffyourcellphone's topic in Game Modification
We have slaves: it's the P3 stone gathering tec. -
Sure, if it helps people play the way they want, why not. It's just not for me, and resources being unrecognizable, like the berries in the vid you linked, would be another counter-argument for me.
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We will be at the 2022 edition of the Vandoeuvre in Game
Gurken Khan replied to Stan`'s topic in Announcements / News
gl, hf! Will you be cosplaying again at the booth? -
Two-Gendered Citizens Mod (Please Test!)
Gurken Khan replied to wowgetoffyourcellphone's topic in Game Modification
I believe it's for equality and historical accuracy. -
I think it's hideous. Even conceals some resources.
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Two-Gendered Citizens Mod (Please Test!)
Gurken Khan replied to wowgetoffyourcellphone's topic in Game Modification
The purpose is to have citizens with two genders instead of just one. If you read the starting post you would have known that it doesn't change stats. -
Yeah, you're right, producing Ministers to just put them next to workers is probably not worth it. My last post was merely an elaboration of my first post. I guess it was a slippery slope from buffing workers to discussing Ministers in more detail. Well, everyone has a chance to understand/play with them right now with the RCs. If you don't want to get into (my) costs/benefits arguments here but have opinions about that, why don't you open a thread about it so we can discuss it and hopefully improve it before the release of A26?
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Han Ministry Gains a Trickle with no Garrisionoing
Gurken Khan replied to chrstgtr's topic in Bug reports
Sorry, what is "the panel"? (I gather info from the structure tree, I guess it's something different?) -
Suggested change of MaxGatherers per animal group
Gurken Khan replied to Obelix's topic in Gameplay Discussion
@chrstgtr For far off sheep for example it makes a (bit of a) difference. I won't (or even can't) build a farmstead for three sheep hanging around in the middle of nowhere, and if I can have a pack of horsies just grab those 300 food that's much more appealing than having to micro it because of their meager 3 slots. Plus those slot numbers just don't make any sense to me; why would sheep have less slots than chickens or rabbits? I don't think the anatomy of trained and not-trained animals would differ enough to justify a difference in slot numbers. Personally I prefer the "whatever" approach and give all animals 8 slots an be done with it. -
Darn. (Maybe I should've used a smiley to make the joke more obvious.) Well, if I got my math right this time, the five tecs I research at the temple add up to 3200 food and 1600 metal; if I save 18% by using nine Ministers that would be 576 food and 288 metal? Three fort tecs (3600f, 1200w, 1200m) and I save 648 food, 216 wood and 216 metal. So food would be more than compensated and I spent some metal but saved other resources (including 10% from house and tower tecs). AND I take them along in end-game, where they basically serve as champions, while they are cheaper and with their capture rate of 8 also nearly make up for their 2 pop count (but Han has 330 pop anyway). So personally, I think they're totally worth it, but if other people don't wanna mess around with them I'm not gonna tell them how they have to play the game.
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Right. Next to the CC, 20 on stone, 20 on metal, 30 on fields would be (70 x 2%) = 140%!
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By the time I can produce Ministers I garrison them in the Ministry (adds up to a trickle of 1 for every resource / every 2 seconds) and usually let them make a tour through buildings with expensive tecs and a high enough garrison limit every now and then. [And in end-game they come along on my "World Peace & Unity Tour" because they're solid units with a very good capture rate.]
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The number of gatherer slots on animals don't seem to follow any logic I could discern. Chickens have 40 meat and 5 slots, for rabbits it's 50 and 8, while the much beefier sheep have 100 meat but only 3 slots; for deer its 100 and 8. Whatever meat rhinos and eles have, I'm quite certain they also have 8 slots. Could we maybe either scale it consistently or just say "whatever" and give'em all 8 slots? If there were some gameplay thoughts behind it, because different animals are supposed to be hunted at different stages, I don't approve of it.
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lol, had to scroll up to see those side by side. I always use the box on the bottom.
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The account doesn't have that warning sign, is nearly two years old and can post here and in gameplay discussion.
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Struggling to get the hang of this game
Gurken Khan replied to Tyrannosaurus's topic in Gameplay Discussion
To get into it you can decrease the game speed and lower the difficulty of AI enemies. I use women not only for food, but also for wood; their gathering speed is not worse by much and they don't cost wood to produce. You can try to collect so many resources that eco down time doesn't hurt you. You can leave some soldiers to collect while others fight; note that with each rank their collection rate significantly worsens. To improve eco research storehouse tecs, to improve fighting research forge tecs. There is no way around manually telling your soldiers to fight. There are videos on youtube for build orders, and somewhere is a guide from @Yekaterina. hth