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Everything posted by Tdoggs
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Three Moves Ahead 586: Industrialization and Snowballing w/ Bret Devereaux
Tdoggs replied to Rob Zacny's topic in Three Moves Ahead Episodes
As for snowballing, just end the game -
Three Moves Ahead 586: Industrialization and Snowballing w/ Bret Devereaux
Tdoggs replied to Rob Zacny's topic in Three Moves Ahead Episodes
That was a good comment about the episode. It has been a month since I have listened to it. geography in general, but river specifically, play a huge role in development. I recommend supplying war. Armies couldn't move unless by navigatable rivers until never cool, rivers or oceans1630’s and the potato from south America. -
Three Moves Ahead 570: Grand Tactician: The Civil War
Tdoggs replied to Rob Zacny's topic in Three Moves Ahead Episodes
Warhawk has a great series of YouTube videos about the early war period. He finished the peninsula campaign. For fixing the Unions overwhelming material issues, I would make the union units not respond to orders a percentage % of the time and a percent chance that Lincoln will fire generals when they fail an attack order. It was done well in War in Russia. Gary G’s first game. -
Three Moves Ahead 572: Forever Games
Tdoggs replied to Rob Zacny's topic in Three Moves Ahead Episodes
I think Dominion 5, with its multi-player and conquest of Elysium, makes the island list. The games are on their 5th edition and have built on their iterative game play. Shadow empire with it's planet generation. I have 200 hours in and just played on the base game sawi* earth planet. You have possibly thousands of hours of game play in there. I agree with the comments above that the P games get a little bloated for me. I love war hammer total war; it would probably run fourth. -
Three Moves Ahead 521: Shadow Empire
Tdoggs replied to Rob Zacny's topic in Three Moves Ahead Episodes
I love this game. It is about the only game I play. Do you all have any plans to review the new oceans DLC? Have your thoughts changed after 2 years? Will vic ever implement the community requested one page unit screen -
Episode 411: Total War: WARHAMMER II
Tdoggs replied to Rob Zacny's topic in Three Moves Ahead Episodes
Yes, I was able to go back to the webpage and listen to it. Overcast pod app was having problems listening just this episode. I don’t think it’s a systemic issue. -
Three Moves Ahead Episode 494: Stellaris Federations
Tdoggs replied to Rob Zacny's topic in Three Moves Ahead Episodes
I concur with everything ititarist said. In my recent 2 1/2 play Throughs, it felt like the empires played all the same. The bland percentage based increases didn’t feel like it gave it an asynchronous advantage. I was playing two very different empires but I was hitting all the same buttons. -
Episode 411: Total War: WARHAMMER II
Tdoggs replied to Rob Zacny's topic in Three Moves Ahead Episodes
I went back to listen to this old episode and it looks like it was taken down. i have gotten into a big warhammer two mood lately. I wanted to hear what you originally thought about it. -
Three Moves Ahead Episode 485: Phoenix Point
Tdoggs replied to Rob Zacny's topic in Three Moves Ahead Episodes
I enjoyed this game. It still has major bugs two months after release. I could not play the NJ mission. The you and NJ troops fight the pandies but the turn locks between the NJ and pandies turn. I still put about 100 hours into it and am on the last board mode final mission. it seems to have some strategic systems that planet fall missed. I was able to bounce back after a couple of major set backs. -
Three Moves Ahead Episode 473: Historical Guardrails
Tdoggs replied to Rob Zacny's topic in Three Moves Ahead Episodes
Great episode guys. All of your episode are good but I thought this one was special thought provoking. It was well done in the way everyone walked the line not to come down to hard one way or the other. I feel it is ok to simulate the history into oblivion and always play hoi4 with history lock off. It gives some very easy and very difficult runs. All of them interesting and unique but for some you have to suspend disbelief of practicality. For some and me, I think there's a wider band width for historical inaccuracies. -
Episode 416: Dominions 5: Warriors of the Faith
Tdoggs replied to Rob Zacny's topic in Three Moves Ahead Episodes
I finally found some time to play this gem. I have two and a half playthroughs:). I am getting into the setting and game structure. One of the guest mentioned writing a manual? I would love to read it and get further into this deep game. -
If you want the epic end battles of CIV 2, I play Civilization Beyond Earth. The end game mechanic shows who is winning and how many turns until they complete their victory condition. I played about 150 hours and in three games, civilization just blow each other up on the higher difficulties. The AI is programmed to fight each other if they are getting close to a win. I thought Rob let them off the hook by not asking them what's up with the AI when it comes to water. It was not fixed in CIV 5. You can float a strike force around to the enemy capital and just wipe out the strongest players with a small force. You can 1812 and totally wipe an enemy CIV. Also, the AI doesn't seem to play better. It just gets more bonuses. You end up with your own bag of game breaking tricks like the Mayan city spam religion (max city population of 7) to break the game back on deity 'god and King'. It not like you out played your opponent. (A more common trick is the horse rush in vanilla CIV 5.) What was the thinking about AI programming? I like endless legend because they seem to play their civilization trait. The water AI still seems way off. The zombie bug faction will always attack if they have the advantage. The roving trade faction will not mess with you if your trading well with them. In CIV, I have seen India spam out cities on deity b/c the bonuses are so high they can ignore their trait penalty.
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Even in WW II, Japan couldn't put down China between 1938 and 1942 because they could supply their armies into the interior. They were able to take the entire coast of china, but they weren't able to garrison and supply the central area. The armies could move away from the river, but they couldn't garrison or conquer. The mongols had to repeatedly re-conquer parts of China and the middle east when their vassals rose up (garrisoned and supplied from different areas). You mainly only see a major battle in ancient times when one or both armies are cut off from their supply river. A supply boat could move 8 to 9 knots per hour (~10 mph). An army could only move about 15 miles a day with notable exceptions of the Mongols and Zulu. The Romans were fighting or controlling small tribes every 7-9 miles. It was easier for them to control southern England than the Swiss alps.
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Has anybody tried to play peaceful Hitler? He doesn't invade anyone and/or creates a Red Alert mod? I think it would be pretty cool.
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I hope they fix the AI ability to fight over water... You want to win a CIV 5 game on deity; play an island map with a strong sea nation.
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One key point is how ancient armies supply the themselves. Ancient armies supply themselves by rivers and boats. 'By Martin van Creveld - Supplying War: Logistics from Wallenstein to Patton:2nd (Second) edition'. Unless you had a highly mobilized Mongolian Army that lived off the land, but the army is raping in killing all the way. Makes it tough to conquer. In ancient times, the vast majority of battles fought around the Mediterranean, because the armies can reach and cannot be resupplied. The Roman roads help in Garrison situation, but they couldn't sustain large forces. The civil war battles were almost always fought around rail lines. The games don't channel the forces based on these very necessary lines of movement. I like the old gary gabsy* War in Russia. it forces you to fight along lines of supply. Rivers were absolutely critical until napoléon's time.
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The one thing I love about this game is that you are playing against other characters. It is far more valuable to capture Luke Skywalker than win a system's popular support. It gives you a sense of playing against enemy leadership for the support of the galaxy. If you are a starwar fan, it gives you a sense historical context maneuvering in the galaxy. Thanks for reaching back and pulling this game out of the bin. I enjoyed the episode.
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I love this game; Work has kept me from listening to this pod cast.
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I am looking forward to endless space 2. Amplitude made huge steps in their endless legend release, but they did loose sight of their core goal of an empire development game. Also, they make constant patches, game teaks, and rebalances to improve play. Endless legend is an amazing game to play today BC of their constant attention. They are going to take everything they learn and push it forward. Also, the are newish studio, so they aren't held back like 2K and the shadow of CIV 5. The tech system in endless legend was a suprise and inventive. Also, the art is new and different. It adds a real style. Here is the preview www.youtube.com/watch?v=F1nttzQV9I8
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This post is going to cover three items. The ARC faction doesn't make any sense. The game seems to hold together better with the patches and positive unit development choices. I hated the ARC faction. It didn't make any sense. They are the other South American faction that quotes Adam Smith but has an espionage bonus... The first South American faction is from Brazil and militaristic. The Brazilian faction makes sense and holds together. The second South American faction doesn't make any sense. It like they took the North American Morgan capitalist's (Alpha Centauri) bought off minor faction. Their bonus to espionage is just weird. They should rewrite them to get a energy or trade bonus (same as the Australians...) . It like their Morgan's city state that is playing him for more money. If your a capitalist, be a capitalist. If your polictical, be political. I played 40 hours on the new patch. The health stat seemed rebalanced and the AI was able to win. I had to march my army across the world and destroy their mind stem. The evolved (bug) faction seemed the strongest with all unit auto healing 35 a turn. I need more play through to determine play balance. The one great thing about this game is the military units. The auto upgrade in interesting ways and it is seamless. You don't have to pick equipment like new tank barrels, rebuild new armies, or hit the upgrade button and pay energy. It was the one great improvement of the game.
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I found the Vaulters underwhelming. All the other races played better and had richer style. I love the game but the vaulters seem like your normal CIV 5 race. They play like your tall narrow turtle faction. The rest of the game was great. It wove together great art and system design (learning curve aside). You have some detailed game mechanics with outfitting your unit and activating your racial trait. You need to dig into the main screen to fund the vaulter's holy resource trait or the necro's devour dead bodies for pop boost. I wish the units out fitted themselves with equipment, but hardcore 4xers like that min/maxing. If you get some late game resources and outfit just one army correctly, you can cut a path through huge empires general armies. It brings a richness to the hero/quest system. The biggest advantage of endless legend over beyond earth/ CIV 5 is their forums to fix bugs. You get on their website 'we game together' and the bug gets worked on. I was playing beyond earth yesterday and my artillery couldn't fire two squares over flat terrain... About the comment on the end game falling apart, the two expansions and endless support have fixed this. I find it challaging after turn 200; the difficulty setting are good. I got about 150 hours played and can't beat it on endless difficulty all the time