So I previously commented that the War Machine upgrade is OP due to it stacking with the military/diplomacy boosts, giving you huge resource gain. I locked all 3 military quests, used boosts when available, and just made 18.127T in 118 minutes for the 6th wonder. I earn 18.53B/hr, so that means 99.8% of my resource gain was from War Machine, and it still takes me only a few seconds to complete one of the military quests, even without boosts, because that quest has a military requirement, and with the bonus from the military quest I can quadruple my military stat every 10 minutes…might wanna look into this.
Right now I'm thinking I'll reduce war machine bonus to +50% (+25% for each upgrade). The culture and commerce resource boosts reduced to +40% for the one upgrade (they are less effective than military due to less quest speed boosting available for them). Also, looking into increasing quest difficult scaling as it's intended to force the player to not just do one quest type, which is more important now due to quest locks.
Upgrades that give % of quest LP reward in resources + heavily upgraded military and diplomacy boosts = OP. Just calculated that I get about 130 minutes' worth of resources from each use of those two spells + manually choosing military quests. Not sure if this was intentional, but this gives the active play race an insane advantage over the other races in later eras.
It is known that they are very powerful, not sure if 'too' powerful although from your experience it seems it may be yes. Keep in mind if you burn through those military quests quickly, they should be longer and slower from then on. Also, idle players benefit from much of those resources too, as they also have to do quests. (The design plan was for idle players to build up stats while offline, then they can do a chunk of quests quicker while they are online).
Pretty easy, but great game. For those with issues solving levels, for some levels you have to find a specific solution that prevents any isolated small number of colored blocks from forming. Try different strategies.
1) Crafting/repairing takes FOREVER. 2) Too short (obviously as it's alpha). 3) Haven't noticed a significant difference in time between running back to base vs. sneaking.
1) seems like no reason to keep lower-tier units later on. 2) Upgrade descriptions are often wrong, i.e. +200% bonus really just gives +100% bonus, for a total of 200% damage.
In addition complaints by other people, I've only played a bit but the skill "power swing" has missed the past 28 times IN A ROW that I've used it. NONE of the other skills I've used have missed ONCE. Is that correct...?
Needs pathing fixes, character selection screen fixes...oh, and even a partial Tesla set breaks the game. The lightning bolts, both individually and as a whole, do way too much damage.
Only weapons you need to buy are Rocketer, Blastgun, Minelayer and Flamer (for achievements) and finally Deathbringer, which is the strongest gun in the game, including unlocks. The best sword is probably the Fiery Sword as you can use it + Deathbringer with only two batteries, keeping your armor high.
Partway through the game it becomes better just to use the yellow (last) vikings in all battles, simply ignoring the weakness system, as their stats are so much higher than other options.
http://postimg.org/image/47ri0anvl/ 8 days, I don't think it's possible to do in 7. As I said in my previous post, the most important stat by far is strength, and your entire team should have 5 strength each. With upgrades that'll let you excavate+explore 22 tiles a day.
Complete in 9 days, nearly in 8: http://postimg.org/image/4wjltdmvz/ Here's what you need: one 5 str/4 char, one 5 str/3+ (ideally 4) perc, one 4 str/5 perc, and one 4 str/5 int (though 5 str/4 int is OK). Strength is hugely important because someone with 5 str has 80% more AP than someone with 1.
Tips: strength is incredibly important, as it determines how many total AP a person has. For your 4 people, have 2 guys with max strength, 1 guy with max perception, and 1 guy with max intelligence and 4 charisma. Your goal is to get dig's cost to 2 AP and examine's to 1 AP asap. You can beat the game in 10 days, though I think 9 is possible.
@ognik the reason everyone's using Russians to beat Hard is because they balance no wood with the best gold income/food economy in the game. This is because they can replace MANY miners with cheaper huts, and they get a very fast start, which is crucial at higher difficulties.
Multiple Hard runs completed with Russians, and I think right now they're the race to do Hard with. The double gold from huts is huge when you factor in the cost of city halls; going from 30->40 peasants costs a total of 10K, but building 15 huts costs less, gives you 50% more income, and gives you +15 food vs -10. The mining tree (purple) is by far the best, containing 5 of the 6 best beliefs in the game; Tavern actually gives more gold/year than Legends, Teachers gives basically the same damage increase as Blessing, and Ore Armor equates to a 20-25% damage reduction. Hope that helps.
Right now I'm thinking I'll reduce war machine bonus to +50% (+25% for each upgrade). The culture and commerce resource boosts reduced to +40% for the one upgrade (they are less effective than military due to less quest speed boosting available for them). Also, looking into increasing quest difficult scaling as it's intended to force the player to not just do one quest type, which is more important now due to quest locks.