Jump to content

AAJoe

Members
  • Content Count

    32
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by AAJoe

  1. AAJoe

    Civilization VI

    My review is now live! ... but more important - here's an image. http://www.modmic.com/blogs/news/civilization-6-review
  2. AAJoe

    Civilization VI

    I'm getting pretty excited based on the videos I've seen from Quill and other early players. I finally get the district vs. improvement decision making that will go on. While for the most part it seems there's a "best" play (which means no decision), I've seen at least a few points where you really get to decide from multiple possible angles on how you want a city to grow. That's a huge boon over the old system of "Build everything, everywhere." Russia... has a weird play style by the sound of it. Extra tiles is basically money and maybe a minor boost to resources (if you get 1-2 tiles that you'd normally not be able to use immediately). Odds of it radically impacting your decision making or spending is fairly low... so those bonuses kinda suck. On the flip side they'll have massive territory by mid-game, which means there's likely going to be times you go to war and have an extra turn of the enemy in your territory but not able to pillage your stuff. That's where the real benefit appears to be. The real bonus appears to entirely be their Tundra bonus. That bonus makes Tundra the same as Plains, but with +1 faith. If you value faith the same as food or production, that puts Tundra on par with the two best tiles out there: Marsh and Floodplains. More important, strategically, it means your cities in Tundra areas are worth WAY less when conquered. I doubt the AI will take that into account, but against a human player given the choice between assaulting Russia and getting a bunch of frozen cities and somewhere else, you'd take the latter. There is a catch though, from what I can tell you can't build farms on flat tundra. So this means your frozen cities will want to be hills + forest heavy, ideally with a river. A hill or forest will mean a starting value of 1 food, 2 production (3 with a river for forests), 1 faith. That's pretty massive. That will leave the flat tundra land to become districts, most likely... and probably manufacturing districts since you'll have so many mines. Short version is everything about Russia appears to be pushing it massively towards huge production values and low population, but massive territorial areas. In the end I bet it will be a surprisingly flexible strategy.
  3. Pretty neat and fun project. Did you ever consider just using something like tekflex wraps (or the generic equivalent)?
  4. AAJoe

    Civilization VI

    Rome. Boring as ever by the sound of it. Money. Military. Early expansion bonuses. Strong, but likely just going to be a warmongering nation in every play, which is my least favorite way to play Civ.
  5. AAJoe

    Civilization VI

    Greece sounds like a downright early game powerhouse based on the civic bonuses I've seen. If I recall correctly the first government forms only get 2-4 civic slots, so an extra "Wildcard" slot is pretty huge. It's kinda unclear what culture does though, still, so its hard to say if a lot of bonus culture is going to matter with early expansion. In Civ 5 culture really came snowballing in at the end game, making the early game culture run inconsequential other than for expanding your borders (which was admittedly enough to have SOME culture). So far all known wildcards are +2 great person points per turn... So I don't know how that translates into value yet, but if its on par with Civ 5's GPP speed that's pretty damn huge for the early game.
  6. AAJoe

    Civilization VI

    Kongo finally sounds like an actual interesting set. Mixing the inability to found religions with the incredible opportunity their unique tile gives (early explosive growth is the best kind of growth) means not only a dominant early game but likely early allies with your nearest neighbors as you'll want to adopt their religion quickly.
  7. AAJoe

    Civilization VI

    Has there been any real info on what "Housing" does?
  8. AAJoe

    Civilization VI

    Fun - Scythia on paper appears to be massively powerful compared to the ones we've seen so far. Unless I am missing something... they literally get double production when producing horseman units and can make a ranged cavalry (which means it will rip the AI apart no doubt and can probably capture cities relatively quickly)? That's HUGE... Plus their combat ability is always going to be handy (bonus dmg is always welcome and healing is always op). Its unclear how big an advantage building their unique tile is, but it sounds like its pretty easy to use as farmland is probably still the most common tile improvement option. Compare that to Brazil where its like "we generate some great people points and if you're lucky enough to have a lot of rainforest tiles you may get to decide to keep some of them for bonuses"...
  9. AAJoe

    Civilization VI

    Ah there we go, a civ with a reliance on getting a lucky spawn near Jungl... I mean Rainforest. Never been a huge fan of that mechanic. "Picks Celts. Spawns in a desert with 1 forest tile." *sigh*
  10. AAJoe

    Civilization VI

    I'm starting to sense a theme that most (all?) civs get an advantage on building some or all wonders. Bonus for mid-game wonders? From the Civ 5 perspective that would be pretty weak. The AI almost unilaterally rushes those and they are some of the hardest (and less useful) wonders to get. Alhambra and Chichen Itza specifically are near impossible at high difficulty to snipe away from the AI, and few of those classic/industrial era wonders are anywhere near as important as snagging the Hanging Gardens, Petra, and so on (Sadly Alhambra is among the more powerful ones, but short of rushing it and getting lucky good luck building it on Immortal+, which is all I play on). Again, until we see a tech tree and a list of what wonders do I am only basing it on Civ 5 and historic Civ effects. For all I know mid game wonders will be game changers
  11. AAJoe

    Civilization VI

    Wait... so both China and Aztec now can burn worker use for production, but the Aztec can do it on "most" tiles and the Chinese only on Wonders? I wonder if its going to be limited or, by mid game, can you amass a horde of workers and just insta-build wonders like a step back to the old civ and supply wagons... as if that was ever a good idea. I am unimpressed with China in this, fun as a wonder civ is, if their power entirely revolves around getting Wonders and going tall, it is unlikely to work on the harder difficulty modes again (Same as Civ 5). Aztec on the otherhand seem freaking incredible, since it implies that your combat bonus is not just for your crappy starter warrior units, but rather for all military... and early extra builders is always super powerful in Civ, to the extent that its basically required to cheese capturing city-state workers in Deity in Civ 5 to have a good shot at winning.
  12. AAJoe

    Civilization VI

    And its no surprise they didnt change Japan's Samurai much... though frankly no reduced damage when injured is one of the least useful abilities, unless they radically changed how much damage an injured unit does. The bonus was like less than 10% SOMETIMES vs. most units which had more than 10% always, or better yet bonuses that simply were more useful like movement, ranged attacks, etc.
  13. AAJoe

    Civilization VI

    All I think about now is Shore Leave saying "Sphinx!" from Venture Bros every time I see Egypt's tile improvement.
  14. AAJoe

    Civilization VI

    So... builders got the Beyond Earth treatment. I kind of like this change on the grounds that we all ended up with a small horde of builders doing nothing by mid game in Civ 5.
  15. AAJoe

    Civilization VI

    I can see I'll be turning off unit animations even faster this time around. So much work into something that is so annoying to watch
  16. AAJoe

    Civilization VI

    I plan on taking time off work for this That said, I dont really feel like districts are adding much to the existing formula. Its a bit TBD since we know so little about the game at this stage, but ... every city will have a "science" district of course, by the sound of it. Which will almost certainly have a "best" location to be built. It changes a bit how you pick where a city will be built from the old model, but beyond that I struggle to see the value. Unless you can build multiple science districts and create some kind of super-specialized city. Again, totally unclear
  17. AAJoe

    Stellaris

    It does seem that the devs are actually planning some major overhauls, and the general population seems pretty on board with it. I'll swing back to this post in 2 major updates (which is when I plan on re-trying the game). Unless Civ 6 comes out first, in which case screw that -Joe
  18. AAJoe

    Stellaris

    So I picked up Stellaris on launch day (pun intended) and ... I thought I'd post my thoughts for any grand strategy / 4x fans out there. Short version: Wait for updates. I want to give props for the Paradox team for moving away from their tried and true terrestrial war strategy games. I'm a big fan of Crusader Kings and Europa Universallis, and I still have fond memories of a lot of great space games (Masters of Orion, Race for the Stars, and Starships Unlimited all ranking quite high on my list.). So Stellaris comes along and it does a lot of things right, a lot of things wrong, and has an incredibly weird mix of trying new things in some places while not budging at all from status quo on others. What you'll recognize immediately is the tried and true "Snowball expansion" needs of space empire games. The best way to perform is to simply expand as rapidly as possible, claiming as many planets and as much territory as you possibly can. Build your snowball quicker than the enemies and eventually your economy will simply crush them. This is because, unlike Civ or even EU4/CK2, there's basically no negative feedback loop working against rapid expansion. The only thing that exists is a penalty for going over your maximum controlled planet limit, which is undone by creating sectors (AI controlled regions). This means you get between 0 and 75% (you pick) of the resources made by that region and ALL of the tech value. The % you don't get goes into construction in that region controlled by the AI. The net result of this is basically every ounce of resource you pull out of the game is getting used. Expand quick, win. They also didn't budge from the weird obsession space games have with rock - paper - scissor combat. Lasers beat armor. Point Defense beats missiles. Projectiles beat shields. There's a few "special" techs you can unlock that do other things, but that's the brunt of combat. See what your AI opponent is building and counter it. The AI is currently too dumb to do this to you. Those two stagnant parts of the game can be overlooked, but one problem can not be. War is an all or nothing affair where victory means a huge advantage for the future of your empire and defeat is the end of the game. This is in huge contrast to CK2 or EU4 or even civ where losing a war could be bad news, but not the end of all things. In EU4 especially you may lose a lot of territory or even become a vassal of the conquering empire, but the show would go on and you could use that loss to forge alliances and return to glory. Stellaris on the otherhand... making alliances with stronger AI is difficult to the extreme, especially on harder difficulties where they give you a relationship penalty just for your difficulty level. The result is losing a war not only is economically crippling or outright removes you from the game, but your weakened status makes it basically impossible to form a new alliance to retake your lost territory. While the AI doesn't do it, a player can also engage in scorched earth tactics the likes of which I haven't seen in modern games. Destroy every single resource gathering node in an empire and they'll simply implode, even if you can't "crack" their homeworld. Of course taking that "land" is now kind of worthless, but maybe that wasn't your goal anyway. Which is a shame because they do a lot of neat things, from random event chains to well written anomaly events. Exploring space hasn't been done better. Running into your first "Fallen Empire" (A massive super empire that is in decline but still able to beat the crap out of you) is a terrifying experience. Not just in your first game, but never knowing when one may pop up and say "Hello, I see you've been building in stars within our borders. We'd like you to stop that or face extremely quick death." - thus massively shifting your plans is great. Managing leaders and their quasi-random tech tree is solid. In the end though, you have a game that mimics war a little too closely. It's hours of absolutely nothing punctuated by moments of sheer terror. Your eyes may glaze over managing the steady expansion of your empire until you run into an AI that had a better start than you or a fallen empire that was randomly decided to be diametrically opposed to your starting ethos and is basically in your back yard, then war is declared, and the game is over. You never stood a chance and you know it. If you survive, it's only a matter of time before they finish the job. Paradox is known for coming out with regular and good patches (and no shortage of DLCs), so I expect things to improve. As it stands, I can't recommend Stellaris quite yet. -Joe
  19. Do it! We need entries and the swag is REALLY nice -Joe
  20. Not exactly the thing I want to put on my headphones either. Can't be good for them!
  21. So we just kicked off this contest to win T-shirts and jackets by posting your ModMic in funny places. Both are super high quality, I'm wearing them right now in fact Since I suspect a decent chunk of you have a ModMic I was hoping I could convince some of you to take some pics and win! We've only got 1 entry so far (granted it just started)... and here it is. This is close enough to spam without me adding links to the contest its self, but basically just tweet @AntlionAudio with #ModMicAnywhere with your pic to win. -Joe
  22. AAJoe

    Dark Souls 3

    Im now about 35 hours in and I agree that its generally easier than DS2. I finally had to ditch the Katana at the Abyss Watcher fight and have gone back to the Estoc. Despite what Kittens said, the Abyss Watchers are the only ones to give me any real trouble. Beyond that so far the only real fight has been against a guy in the Boreal area beyond the Abyss Watchers. There's a HELL of a hard fight if you want to join a certain covenant, but since its apparently a primarily sorcerer covenant (and I am no such thing) I just skipped it. I later learned part of the problem was I got to the Watchers a bit early, having skipped the entire Deacons area So I moved to Estoc + Shield, which has made the game immeasurably easier. I also have not undertaken ANY of the side quests on this run, which is kind of funny. I will probably play through again or do them on NG+. Currently ~level 65.
  23. AAJoe

    Dark Souls 3

    Wrote up a little review of my DS3 experience, with images. http://www.modmic.com/blogs/news/152403527-dark-souls-3-first-look-review -Joe
  24. AAJoe

    Dark Souls 3

    Ok all you masochists out there - who's playing DS3? How many times have you died in how many hours? I've started an assassin wielding a Katana and plan on seeing how far my would be samurai can make it before I really have to switch weapons. Running into some problems with Stamina due to its high FP drain, so I've been focused on that + some HP boosting early on. Still havent found the second boss yet, so pretty early in. I'll take a screen after work today
  25. I'm finally free of my 1 post per day noob restriction! LET THE GOOD TIMES ROLL.
×
×
  • Create New...