The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

[Humankind] - Endless Hoomanz

13

Posts

  • edited August 2021
    This content has been removed.

  • DocshiftyDocshifty Registered User regular
    Lost my first war because the game does not explain how war weariness works, or the walls can block ships from landing troops and cavalry from attacking.

    I mean its a little stupid that I took their colony that was next to my land, while holding all my cities but in the end I gave up land in the peace deal? Although I did take a province from the AI as I burned down an outpost and then colonized it before them, which seems broken cause it was like the AI did not realize I stole land from them.

    Other wise I'm enjoying it. Idk what difficulty I was on but I was almost always in the running for the top civ. One wish I have is that the game would show you how far over 100 your stability is. I would make planning what I want to build easier. Also wish the AI would stop spamming the same grievances at you. Every turn it was "Give me X province". I always said no. Think there would be a timer to prevent them from doing that, or a negative for having your grievance denied.

    Did you actually refuse or just ignore it?

    If a demand is refused, then they need to either declare war (basically push a claim, if you're familiar with CK) or renounce their grievance.

  • Trajan45Trajan45 Registered User regular
    I need to finish watching the tutorials on war. I entered a war with my neighbor to the south since they kept attacking my units. I didn't realize that wasn't a 'war' thing, just if out in the open they can do that. Now I have no idea how to stop the war other than research siege weapons and take their capital. The only options available to me, is me making peace, which I'm not going to do.

    Also should I be dropping outposts like mad? The AI nubians have 1 large city of 3 areas and 1 outpost. The rest of us only have 1 or 2 outposts and my 2nd one is taking 10+ turns. I noticed the further out, the less turns?

    Origin ID\ Steam ID: Trajan45
  • Al_watAl_wat Registered User regular
    The time for an outpost to complete is based on the production it has on the tile you place it

  • KetarKetar Registered User regular
    Trajan45 wrote: »
    I need to finish watching the tutorials on war. I entered a war with my neighbor to the south since they kept attacking my units. I didn't realize that wasn't a 'war' thing, just if out in the open they can do that. Now I have no idea how to stop the war other than research siege weapons and take their capital. The only options available to me, is me making peace, which I'm not going to do.

    Also should I be dropping outposts like mad? The AI nubians have 1 large city of 3 areas and 1 outpost. The rest of us only have 1 or 2 outposts and my 2nd one is taking 10+ turns. I noticed the further out, the less turns?

    Dropping outposts is a good way to claim some territory that you know you'll want to expand to. But if it's far away from your actual cities, and close to an opponent's territory, you're going to face two potential problems. 1) If it's good territory with a lot of good hexes or desirable resources there's a pretty good chance the AI will demand that you give it to them, and if you don't they will declare war on you. 2) If you do manage to turn it into a city at some point you're going to have a variety of issues when they city is under your opponent's sphere of influence. Things like not following your religion, or prompts to switch some of your civics to match the AI's choices or be faced with penalties on that city.

    You need to noodle around a bit and figure out a nice balance. I found that when I went crazy with dropping outposts it resulted in wars before I wanted them and other problems. But if you don't stake out some territory then you'll be stuck declaring war earlier than you might have wanted to in order to expand. Goading one opponent into declaring war on you so you can beat them back and take several of their cities or outposts when they want peace can be a very good thing, but having several angry neighbors isn't great.

  • This content has been removed.

  • AshtonDragonAshtonDragon AKA The Nix Registered User regular
    I usually just let grievances sit if I don't actually want a war yet. It gives them a good amount of war support, but I haven't had any real issues with that yet. Keeping my own war support high is a bit of a problem sometimes, but diminishing the opponent's when we actually go to war is just going to happen if you are winning the war.

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Man, fusing cities together costs way too much influence.

    Also slightly annoying when i did it and my city promptly started starving, despite the two former cities having enough food (I'm assuming it was the loss of farmer jobs that did it, but still)

    Ideas hate it when you anthropomorphize them
    Steam: https://steamcommunity.com/id/TheZombiePenguin
    Stream: https://www.twitch.tv/thezombiepenguin/
    Switch: 0293 6817 9891
  • Trajan45Trajan45 Registered User regular
    2 questions,

    1) I'm the Carthaginians in the 2nd age and it looks like I can plop a harbor on any outpost for influence. But I'm not sure it does anything? And if I connect the outpost, what happens since I'm only allowed 1 per territory?

    2) My 2nd city is starting to be culturally taken over. I'm way more powerful than them (it's on easy so I can learn), so I'm not sure how it's happening. Also it's attached to my city and isn't an outpost anymore so I'm not sure if it converts do I lose just it or the entire city? How do I combat this?

    Origin ID\ Steam ID: Trajan45
  • KetarKetar Registered User regular
    Trajan45 wrote: »
    2 questions,

    1) I'm the Carthaginians in the 2nd age and it looks like I can plop a harbor on any outpost for influence. But I'm not sure it does anything? And if I connect the outpost, what happens since I'm only allowed 1 per territory?

    2) My 2nd city is starting to be culturally taken over. I'm way more powerful than them (it's on easy so I can learn), so I'm not sure how it's happening. Also it's attached to my city and isn't an outpost anymore so I'm not sure if it converts do I lose just it or the entire city? How do I combat this?

    This a guide to using cultural conversion in your favor, but understanding how it works should help you figure out how it's happening to your city: https://www.thegamer.com/humankind-cultural-conversion-guide/

  • Trajan45Trajan45 Registered User regular
    hmmm so each of their 2 cities is producing 18 influence. For some reason only 13 of the 33 influence of my city is going to it. One thing that helped is that I created an outpost to join that territory to my other major city and now it's throwing 14 influence it's way. Is there a distance issue with influence? The longer it goes the less makes it there?

    Origin ID\ Steam ID: Trajan45
  • KetarKetar Registered User regular
    Trajan45 wrote: »
    hmmm so each of their 2 cities is producing 18 influence. For some reason only 13 of the 33 influence of my city is going to it. One thing that helped is that I created an outpost to join that territory to my other major city and now it's throwing 14 influence it's way. Is there a distance issue with influence? The longer it goes the less makes it there?

    I haven't read up enough to be able to answer that. The game's also still new enough that there just aren't a lot of great resources for more granular info, especially not centralized. I'm still figuring out a lot as I go, and it seems like most other folks are too.

    I suspect that distance does play a role based on my limited experiences with my most outlying territories getting culturally converted, but I'm not at all sure about it.

  • GlaziusGlazius Registered User regular
    Trajan45 wrote: »
    2 questions,

    1) I'm the Carthaginians in the 2nd age and it looks like I can plop a harbor on any outpost for influence. But I'm not sure it does anything? And if I connect the outpost, what happens since I'm only allowed 1 per territory?

    2) My 2nd city is starting to be culturally taken over. I'm way more powerful than them (it's on easy so I can learn), so I'm not sure how it's happening. Also it's attached to my city and isn't an outpost anymore so I'm not sure if it converts do I lose just it or the entire city? How do I combat this?

    A city can have multiple territories; currently there's an outpost in the territory but it could attach to the city. You can have an emblematic district in each territory, so in a large city you can have multiples. (And because of the cap most of your cities will probably have one or more territories attached.)

    A cultural or religious takeover will give the new cultural or religious dominants a grievance for oppressing their people/the faithful but you won't lose the city. You need to exert more cultural or religious pressure by producing more influence or faith in that city and to a lesser extent your adjacent cities.

  • WotanAnubisWotanAnubis Registered User regular
    Torn between my desire to play the Harappans for once and my need to always get the Neolithic legacy trait.

    Oh, well. At least the Zhou will always be there for me.

  • Al_watAl_wat Registered User regular
    edited September 2021
    Personally im suspicious that the egyptians are actually better than the harappans

    Al_wat on
  • KetarKetar Registered User regular
    edited September 2021
    Mixing up production bonus cultures and food bonus cultures early on has been my preferred way to go so far. Whether that's Egyptians to Celts or Harappans to Maya doesn't matter too much to me. Either way I'm probably going Khmer when I hit Medieval.

    Ketar on
  • WotanAnubisWotanAnubis Registered User regular
    Al_wat wrote: »
    Personally im suspicious that the egyptians are actually better than the harappans

    That wouldn't surprise me. It's just that I've managed to snag the Egyptians several times already (or at least had the option to). Whereas the Harappans and the Myceneans always seem to be the first to go.

  • Trajan45Trajan45 Registered User regular
    Ketar wrote: »
    Trajan45 wrote: »
    hmmm so each of their 2 cities is producing 18 influence. For some reason only 13 of the 33 influence of my city is going to it. One thing that helped is that I created an outpost to join that territory to my other major city and now it's throwing 14 influence it's way. Is there a distance issue with influence? The longer it goes the less makes it there?

    I haven't read up enough to be able to answer that. The game's also still new enough that there just aren't a lot of great resources for more granular info, especially not centralized. I'm still figuring out a lot as I go, and it seems like most other folks are too.

    I suspect that distance does play a role based on my limited experiences with my most outlying territories getting culturally converted, but I'm not at all sure about it.

    Looks like distance is a factor:

    You can see on this one only 14 influence is making it from my main city. Additionally the arrow is where I had to put an outpost for influence from my main city to even make it over. It seems influence requires an outpost of city to connect before influence will flow to it. The Orange AI is doing this via proxy independent states it seems.
    njn21gjzgnxs.jpg


    This is the new outpost I created, which is slightly closer to my main city and you can see it's getting 24 influence.
    tw9roccpl9m3.jpg

    Origin ID\ Steam ID: Trajan45
  • Trajan45Trajan45 Registered User regular
    Glazius wrote: »
    Trajan45 wrote: »
    2 questions,

    1) I'm the Carthaginians in the 2nd age and it looks like I can plop a harbor on any outpost for influence. But I'm not sure it does anything? And if I connect the outpost, what happens since I'm only allowed 1 per territory?

    2) My 2nd city is starting to be culturally taken over. I'm way more powerful than them (it's on easy so I can learn), so I'm not sure how it's happening. Also it's attached to my city and isn't an outpost anymore so I'm not sure if it converts do I lose just it or the entire city? How do I combat this?

    A city can have multiple territories; currently there's an outpost in the territory but it could attach to the city. You can have an emblematic district in each territory, so in a large city you can have multiples. (And because of the cap most of your cities will probably have one or more territories attached.)

    A cultural or religious takeover will give the new cultural or religious dominants a grievance for oppressing their people/the faithful but you won't lose the city. You need to exert more cultural or religious pressure by producing more influence or faith in that city and to a lesser extent your adjacent cities.

    I'm curious, is it better to build emblematic districts before attaching? Since they are much cheaper to build via influence. The only downside it seems you can't see what is the best tile to build them on.
    63ubzzkt6qr8.jpg

    Origin ID\ Steam ID: Trajan45
  • Trajan45Trajan45 Registered User regular
    I'm also struggling a bit with war. I had someone take over a neutral site right next to me. But I didn't get a grievance or war support that I could see. I'm guessing I could still declare war, but would be hit with penalties.

    Origin ID\ Steam ID: Trajan45
  • edited September 2021
    This content has been removed.

  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    A bit of the Harrapans early strength comes from their Runners, so if you can roll peaceful and expand without fighting, Egyptians can be stronger. But if you have to fight at all or want to do a speedy gank of an enemy civ, Harrapans can make that happen basically turn 1 of the Ancient Era.

  • LoserForHireXLoserForHireX Philosopher King The AcademyRegistered User regular
    I really like the Achaemenid Persians in the classical era.

    Some of the Cultures need balance. Like, reading about the Soviet Arms Factory, idk why you would want that.

    if you are going to go on a conquering blitz then it rules. all your armies gain strength with every exploited weapons pile

    the hit to stability is present but by that time I was so stable that it didn't matter

    "The only way to get rid of a temptation is to give into it." - Oscar Wilde
    "We believe in the people and their 'wisdom' as if there was some special secret entrance to knowledge that barred to anyone who had ever learned anything." - Friedrich Nietzsche
  • WotanAnubisWotanAnubis Registered User regular
    Trajan45 wrote: »
    Glazius wrote: »
    Trajan45 wrote: »
    2 questions,

    1) I'm the Carthaginians in the 2nd age and it looks like I can plop a harbor on any outpost for influence. But I'm not sure it does anything? And if I connect the outpost, what happens since I'm only allowed 1 per territory?

    2) My 2nd city is starting to be culturally taken over. I'm way more powerful than them (it's on easy so I can learn), so I'm not sure how it's happening. Also it's attached to my city and isn't an outpost anymore so I'm not sure if it converts do I lose just it or the entire city? How do I combat this?

    A city can have multiple territories; currently there's an outpost in the territory but it could attach to the city. You can have an emblematic district in each territory, so in a large city you can have multiples. (And because of the cap most of your cities will probably have one or more territories attached.)

    A cultural or religious takeover will give the new cultural or religious dominants a grievance for oppressing their people/the faithful but you won't lose the city. You need to exert more cultural or religious pressure by producing more influence or faith in that city and to a lesser extent your adjacent cities.

    I'm curious, is it better to build emblematic districts before attaching? Since they are much cheaper to build via influence. The only downside it seems you can't see what is the best tile to build them on.
    63ubzzkt6qr8.jpg

    I don't think you can build Emblematic Districts in Outposts. Only Harbours, and Luxury and Strategic Resource extractors. Although the Phoenicians, Carthaginians, and Norsemen all have Emblematic Districts that replace Harbours, so I guess you can build those in Outposts.

    Anyway, personally, I always use Influence to grab the resources in an Outpost territory. Because it is so much cheaper and because the 'construction' is instantaneous and I'd like to have access to them immediately, before I've gathered the Influence I'd need to hook them up to a city.

  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    One thing I really, really freaking hate about this game - the lack of cooldown on wars/enforcement mechanism of peace.

    Civ goes to war with me, I hold them off, the mechanics force their surrender before I can actually counter attack to build up enough war support of my own to demand much. But that's fine, I am now strong enough I can demand an alliance from them, so at least I'll have some peace and quiet for a bit.

    Literally ONE turn later, they have enough war support to break the alliance and declare war on me again.

    Like, come the fuck on.

  • CantidoCantido Registered User regular
    It sounds like the game needs Endless Space 2's truces.

    3DS Friendcode 5413-1311-3767
  • GlaziusGlazius Registered User regular
    edited September 2021
    Mvrck wrote: »
    One thing I really, really freaking hate about this game - the lack of cooldown on wars/enforcement mechanism of peace.

    Civ goes to war with me, I hold them off, the mechanics force their surrender before I can actually counter attack to build up enough war support of my own to demand much. But that's fine, I am now strong enough I can demand an alliance from them, so at least I'll have some peace and quiet for a bit.

    Literally ONE turn later, they have enough war support to break the alliance and declare war on me again.

    Like, come the fuck on.

    This seems like a bug. They can't be gaining that much war score in one turn unless you give it to them by refusing like ten grievances.

    Glazius on
  • Last SonLast Son Registered User regular
    So am I missing something or is influence kinda useless after era 3 or so? By then pretty much everything is settled and attached into cities and the only things to spend it on are wonders;fairly cheap and more limited by only being able to claim one at a time; merging cities; which you aren't going to be doing that often; and activating new civics; which I guess can be good but isn't that amazing. I really can't see a reason why I would go for an aesthete civilization.

  • KetarKetar Registered User regular
    Last Son wrote: »
    So am I missing something or is influence kinda useless after era 3 or so? By then pretty much everything is settled and attached into cities and the only things to spend it on are wonders;fairly cheap and more limited by only being able to claim one at a time; merging cities; which you aren't going to be doing that often; and activating new civics; which I guess can be good but isn't that amazing. I really can't see a reason why I would go for an aesthete civilization.

    I wouldn't agree that influence is useless - wonders will start costing thousands of influence each pretty quickly, for one thing. Influence would probably come in handy if you're going for more domination and end up adding a lot of new outposts or cities too.

    Regardless though, it is super easy to produce loads of influence and I also can't see myself ever going for an aesthete civilization. Maybe if they had a particularly useful emblematic district or unit, but I can't think of anything like that off the top of my head.

  • This content has been removed.

  • HamHamJHamHamJ Registered User regular
    So I guess pollution is kind of completely broken? I became the Germans and spammed out coke furnaces or whatever and it put up to low pollution within a couple turns and then all my cities instantly started dropping to 0 stability...

    While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
  • KetarKetar Registered User regular
    Huh. I've never produced enough pollution to affect the game. But I also go after every possible stability bonus I can get, so I rarely see a city below 100 stability after a certain point.

  • edited September 2021
    This content has been removed.

  • KetarKetar Registered User regular
    It seems to be a coin flip. In both my games I guess I was lucky to avoid that, but I've seen a lot of reports that pollution can wreck a game very quickly. My two game were on 8 and 10 player maps, so I wonder if a certian size is more susceptible.

    I get wanting to make it more of a threat than in Civ, but currently having the game end because the AI empires cant stop polluting seems dumb.
    Ketar wrote: »
    Huh. I've never produced enough pollution to affect the game. But I also go after every possible stability bonus I can get, so I rarely see a city below 100 stability after a certain point.

    Its a huge debuff, -50 stability on Low Pollution and -100 on high, followed by a game over screen. My guess is the AI never made enough to bother you, cause a sudden -50 can be hard to overcome.

    Edit: I also am not a huge fan of the Mission to Mars project. Having to build multiple launch sites that take up huge amounts of space was a pain. I can easily see someone rushing for that, only to realize they actually cant build the launch pads.

    I've had games hit Low Pollution. I guess I really did just have crazy stability boosts though, since I was fine. Haven't seen it hit high yet.

    The one time I tried for a space victory I was rolling right along just fine with the launch sites until I hit one that needed more oil than existed on the entire map. That was a wee bit frustrating.

  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    It seems to be a coin flip. In both my games I guess I was lucky to avoid that, but I've seen a lot of reports that pollution can wreck a game very quickly. My two game were on 8 and 10 player maps, so I wonder if a certian size is more susceptible.

    I get wanting to make it more of a threat than in Civ, but currently having the game end because the AI empires cant stop polluting seems dumb.
    Ketar wrote: »
    Huh. I've never produced enough pollution to affect the game. But I also go after every possible stability bonus I can get, so I rarely see a city below 100 stability after a certain point.

    Its a huge debuff, -50 stability on Low Pollution and -100 on high, followed by a game over screen. My guess is the AI never made enough to bother you, cause a sudden -50 can be hard to overcome.

    Edit: I also am not a huge fan of the Mission to Mars project. Having to build multiple launch sites that take up huge amounts of space was a pain. I can easily see someone rushing for that, only to realize they actually cant build the launch pads.

    You can reuse the same sized launch pads FYI.

  • HamHamJHamHamJ Registered User regular
    It seems to be a coin flip. In both my games I guess I was lucky to avoid that, but I've seen a lot of reports that pollution can wreck a game very quickly. My two game were on 8 and 10 player maps, so I wonder if a certian size is more susceptible.

    I get wanting to make it more of a threat than in Civ, but currently having the game end because the AI empires cant stop polluting seems dumb.
    Ketar wrote: »
    Huh. I've never produced enough pollution to affect the game. But I also go after every possible stability bonus I can get, so I rarely see a city below 100 stability after a certain point.

    Its a huge debuff, -50 stability on Low Pollution and -100 on high, followed by a game over screen. My guess is the AI never made enough to bother you, cause a sudden -50 can be hard to overcome.

    Edit: I also am not a huge fan of the Mission to Mars project. Having to build multiple launch sites that take up huge amounts of space was a pain. I can easily see someone rushing for that, only to realize they actually cant build the launch pads.

    Local pollution is even worse than that. -50% to like all yields and 15 stability per district. That's insane and seems more like it should be for high pollution not low.

    While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
  • SeGaTaiSeGaTai Registered User regular
    The local pollution thing is also kinda just bizarre - there should be a low pollution level that just kicks in sooner for like -20% yield. That all of a sudden you reach some threshold that gives -50 is an extra level of unrealistic that seems easy to just add more values for

    PSN SeGaTai
  • Trajan45Trajan45 Registered User regular
    Confused about war surrender. I did a surprise war as the AI converted a neutral settlement right by my city, but I didn't get any grievance or anything related to it. Either way, my War Elephants just creamed them and eventually they ran out of war support (I was at 100). They surrendered but all they offered was Gold. I wanted that city they had but didn't see any way to demand it. Is my only option to decline, giving them more support, and hope the next time it comes up? I took the city during the war and keep troops on it vs razzing it.

    Origin ID\ Steam ID: Trajan45
  • credeikicredeiki Registered User regular
    edited September 2021
    Trajan45 wrote: »
    Confused about war surrender. I did a surprise war as the AI converted a neutral settlement right by my city, but I didn't get any grievance or anything related to it. Either way, my War Elephants just creamed them and eventually they ran out of war support (I was at 100). They surrendered but all they offered was Gold. I wanted that city they had but didn't see any way to demand it. Is my only option to decline, giving them more support, and hope the next time it comes up? I took the city during the war and keep troops on it vs razzing it.

    If the war ends and you have a war score and theirs is at zero, you can set the terms of the Force Surrender.

    First of all, your war score will go to satisfying the initial demands you made that triggered the war. They will consume about 10 war score each. So if you asked them for money 4 times, you must spend 40 of your war score getting that money from them as part of their surrender.

    Taking a city you occupy generally takes ~80 war score. If you don't occupy a city, you can't take it. If a territory is occupied by you or adjacent to a place occupied by you, you can take it and it generally costs ~35-45 war score. I believe you can take a city you don't occupy if (and only if) it was part of your initial demands, but I'm not certain.

    From what you say, it sounds like maybe you don't have enough war score to select the city as an option? Alternately, they can (I believe) offer a surrender before they reach zero score, where they set the terms (but you don't have to accept that), so perhaps they aren't actually at 0 and they offered a surrender.

    Instead of forcing surrender when they hit zero, you can, I think, continue the war and build up more score so you can make bigger demands.

    credeiki on
    Steam, LoL: credeiki
  • HamHamJHamHamJ Registered User regular
    Holy shit, there are actually cars and people moving around and between districts if you zoom in all the way.

    While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
Sign In or Register to comment.