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Something weird happening with production calculation. Passive production 29k, production from poplation 138k, production growth 257k. I assume those 257k are suposed to be with all % bonuses but the actual production per turn I get is more like 150k, though its hard to tell the exact amount of production when you get to the endgame (production pool increases by 0.1 - 0.2M every turn).
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1.9 million soldiers for a combined power of 29 million people. Are these entire nations invading my land.
Why does the threat just go up endlessly in sandbox mode. My nation going up by a few thousand has the threat not going down and just getting more military techs and building has little effect.
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lol i focused on pastures and dont developed the agriculture, when i saw i need it to research "mega structures" was too late :S
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@mettalogic try your strategy with herding instead of farming. You can reach age VI with the same # of research points and ~25k population
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I continued playing - now in my 668 turn I have a population of -2.01B - so I need to have 2.01B people to have no people?
This happened after I build the Wonder level 2 and could spend about 1.9M of Research Points while having "NULL" Culture Points...
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Playing on easy still makes the game waaay to hard. And the chances are way to random. i have had it on 40% danger for like 50 turns and nothing happend, yet when its at 4% i get attacked 5 turns in a row...wtf!?!
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Other hints: always attack if enemy attack level is low, as this will boost your defence by 10% for minimal cost, else if enemy cunning is low, then cheat, else if they come to enslave you then flee. Building the mine seems pointless as it costs the same as half the pyramid, and by the time you can afford it, you're probably getting ~150k production/turn anyway, so will get the pyramid in another 5-6 turns. Mysticism/poly/monotheism don't do much for you, as, if you concentrate on population growth, most culture will come passively from population rather than active worship. If you lose people, or get drought in the first 30 turns, it will probably be more efficient to restart.
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The trouble with this game is that it penalises early expansion. In most civ games you want to expand population and research as fast as possible, but here, because technologies are locked until a particular date, and later tech is much better than, and the same price as, early tech, and because of escalating costs of research, if you get too much early tech, you can't afford the best stuff in Age VI. So, for an easy 5* win on hard, in Age IV, aim for 155 population and cultivation lvl 3, and single points in other tech, carrying over ~8 research to Age V. Then aim for lvl 5 in irrigation and stonebrick and single points elsewhere, to give 11k pop, and at least 12 research to carry over to Age VI. Then you can immediately unlock a bunch of tech, concentrate on growing population, and have pyramids by 2600.
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Bug: if you fail to flee the report may in a later age show you lost 3000 people, but the number is trunkated, it is actually 30000
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Has it happend to anyone to lose all men,so 100% danger and even though I don't have any people left i keep losing people?
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Estou no turno 1849=302 e a minha pop.=0,food=0,production=0,cultura=0 e não da você perdeu e os pontos de evolução da árvore de tecnologia es em 39k
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I don't like how the number of people added and removed per click scales.
I wan't to fine tune it a lot more than is possible - there should be a button for adding single people, and for adding multiples of 10 or something.
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it's now 1000 b.c, i get lika 500million pop, 5.3 billion produktion and 61k research points per round :D
good game, but gets a lot of glitches after a long time :D
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I have found a bug, I am at turn 639 and when I buy the pyramid in the buildings menu I get around 4B production points, instead of it costing me anything, after that the prices of the other buildings are reset.
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Disappointingly close to a really good game. You've really got a fun and workable concept but there just isn't enough strategy to engage the type of players who usually prefer civilization style sims. Would love to see this with more resources and a different threat level system. Consider using a map of tribes in your area which remains in flux for most of the game with warring and peaceful tribes trading lands. Tribes closest to you have the greatest change of interacting (be it peaceful or otherwise)
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I got to turn 700. By around 40 building upgrades, the wonder gets a math problem somewhere in its code, giving it a -1t resource cost, allowing it to be used infinitely as long as you have enough codes (Which trust me, with all the trading routes with greeks I got by turn 700 and 70 mil population, is quite a lot of codes). I understand if you leave the bug be, since it's incredibly unlikely to get as far as I did. But once you take the upgrade, you gain infinite resource. Proof of bug: http://prntscr.com/5j9nuz
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Turn 521: I broke the Game with a population of over 2 billion. Overflow errors resulting in the pyramids getting a negativ cost and then starting from the beginning again, being spammable.
Nice Game, but highly imbalanced. Meat production + Population seems overpowered.
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I dont really see any progress or new features compared to the "stone age" version of this game. The evolution feature actually got removed, and only slight changes to buildings and other features..
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Don't waste points upgrading the research options - I went 1/1/2 and was able to upgrade more than enough talents. My biggest mistake the first time was wasting points because I didn't realize talents scale exponentially. Spending a lot of points on those research skills early on will result in you getting less other talents in the long run.
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5 stars on hardest difficulty by 2600 without ever using animal farming. Could probably win closer to 2700 or 2800 with fishing. The key is saving up research points to use right away when each era starts (I was able to immediately upgrade fishing to 8 at 4000 and sailing to 8 at 3000 which made my population growth absurd - I only finished with 120k people but could have had a lot more). If you don't save research points, you end up getting screwed over with how research scales up - the most important things are not to waste research points and to focus on food rather than research early.
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Hmm... I broke the game and each time I pass another turn it stays at the same year of 1804BC. I really wanted to get to Christ.
For any of you interested like I was, YES, farming will BREAK THE GAME. You have to figure, since farming works with such large numbers, eventually it comes to a point where each additional point you put into farming drastically increases your production. Also, you get passive Culture and Production just with your total population, so I made a civilization of ONLY Farmers and Fighters. It came to a point where I was getting more culture research points than I know to do with (currently at 75k Research Points, can't click enough to spend all of them) and Threat level is at 0.3% just due to lack of care to click enough times to increase my strength.
Great game though, easiest way to win is with cows. For gameplay after winning, focus on farming until the game breaks.
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If anybody's wondering, it stops in year 888 on turn 1263. There's no message, the "End Turn" button just stops doing anything.
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This game is crap. The harmful dynasties last entire ages, while the helpful ones last 5 turns at most. Every time you think you are getting ahead and boost some sector, that sector is directly affected by some malady or you are hit with some invasion that will target that area. In other words: the events don't seem that random and you tend to get screwed over by your own actions.