Kavithan Protectorate first 250 (?) Turns (Let's Play!)

Rush buy costs:
Explorer 200 (prod x5)
Worker 270 (x 4.5)
Soldier 240 (x 4.8)
Trade Convoy 270
Colonist 640
Clinic 270


EDIT: They end for today on turn 26. Guess they still have a small chance of reaching turn 250 before release ;)

Looking at those

Production:Cost
40:200
50:240
60:270

So about 3.5x production +70..except that would make the colonist ~ 720, so it probably is a complex formula... (annoying when a simple X*production+flat amount would be easier)

20 culture from goody huts, but 60 gold. Tile purchase from 65 upwards.

Seems 1 piece of gold is worth less than in BNW (or so I think, Communitas had different relations). And the 100 gold at start option seems pretty lackluster to me.
How does rushbuying 1, maybe 1.5 tiles compare to knowing all coastlines? Or seeing all strategics immediately?

I think it is buying 35-50% of a unit
 
Are there any +% buildings for energy? There is this solar energy satellite with +20% and +1 per tile. We might get an economy based around such cities (many generators, solar satellite, trader specialists, foreign trade routes,...)
I remember the Thorium Reactor, which is I think a fairly early energy building. There's probably more.

I, for one, would like them to implement several graphics for improvements like the generator: it'll be quite common, and I've seen late game footage where the resulting mosaic is rather unseemly. But I guess it's a running Civ issue. Only farms have recently gotten some dynamism.
 
I remember the Thorium Reactor, which is I think a fairly early energy building. There's probably more.

I, for one, would like them to implement several graphics for improvements like the generator: it'll be quite common, and I've seen late game footage where the resulting mosaic is rather unseemly. But I guess it's a running Civ issue. Only farms have recently gotten some dynamism.

Thorium is only +X for energy (and some traders)


The only +% buildings seen so far

+10% science (only if Firaxite)
+10% science (only if Xenomass)
+20% health (only if Resilin)
+15% culture (third ring tech

and some +% production for military units

The Orbitals are interesting, because you can only have one Orbital over the city tile
+20% energy
+20?25% science (lasercom)

maybe there will be one with +% production (orbital fabricator?)
The one that gives culture to tiles reduces intrigue in the city (think its in one of the late Purity livestreams)
 
Looking at those

Production:Cost
40:200
50:240
60:270

So about 3.5x production +70..except that would make the colonist ~ 720, so it probably is a complex formula... (annoying when a simple X*production+flat amount would be easier)



I think it is buying 35-50% of a unit

So it's like in civ5 approximately where early stuff is around 4-5gold per hammer. Probably late game stuff slow down around 3gold per hammer too.

Makes aristocrats look bad in my opinion.
 
That is exactly what they decided. At least in regard to the build order 'trade depot' -> 'colonist'.

Oh. Looks like I guessed right.

Also, the trade depot only allows you to build trade convoys, but you still need to make the unit to trade to the Stations, right? When do they plan to build it to trade to either of their two neighbors?

Are they planning 'trade depot' -> 'colonist' -> 'trade convoy'?
 
So it's like in civ5 approximately where early stuff is around 4-5gold per hammer. Probably late game stuff slow down around 3gold per hammer too.

Makes aristocrats look bad in my opinion.

Congrats to your 1000th post! [party]:band:[party]:beer::bounce::cheers:

Back to topic: Aristocrats never looked that appealing to me. But still a lot better than a meager 100 starting energy.
Overall, science and culture are 2 yields you can never have enough from, and there aren't too many sources. Extra food can be a problem if you run out of health. And gold or production come from almost every tile and many other sources, so getting some more is no gamechanger IMO.

Considering this and the outcome of our poll, I'd say that engineers need the extra health more than artists. Aristocrats might need 4 energy + health considering the conversion rates.
 
I think none of the colonists should give extra health. Health seems so important that you either have to take aristocrats or artists, and artists are clearly better. If none of the colonists gave extra health, artists would still be very strong, but taking something else (other than aristocrats) would be reasonable.
 
I suspect that they will find themselves hemmed in by new arrivals before long and will lose some of those juicy resource fields in the process.
 
I suspect that they will find themselves hemmed in by new arrivals before long and will lose some of those juicy resource fields in the process.

That's what I'm worried about.

So much good land right above them. If I was playing, I'd hate for it to be taken away.
 
That's what I'm worried about.

So much good land right above them. If I was playing, I'd hate for it to be taken away.

This game will be challenging in some new ways and this staggered arrival is one of the big ones, especially on smaller maps (which this seems to be). Given the theme and context of the game, it makes sense though...you don't know who your neighbor will be or when they'll show up, if ever. I will probably be kind to myself and learn the game by playing a couple of times on a standard map with fewer factions, maybe 6 or 5, to give us all more breathing room and opportunity to spread out and explore a bit before getting ugly with one another.
 
This game will be challenging in some new ways and this staggered arrival is one of the big ones, especially on smaller maps (which this seems to be). Given the theme and context of the game, it makes sense though...you don't know who your neighbor will be or when they'll show up, if ever. I will probably be kind to myself and learn the game by playing a couple of times on a standard map with fewer factions, maybe 6 or 5, to give us all more breathing room and opportunity to spread out and explore a bit before getting ugly with one another.

That's how I'll probably play it too. Start with Prince, or possibly even a lower difficulty setting to adjust, standard or large map with fewer factions.

Of course, I say that, but I'll have a civ land right next to me on my first playthrough. My luck is just like that.
 
Some of my most fun games are the first few played after something comes out. Once you really get into them, it can be intense, but nothing beats that "Christmas Morning" feel of your first turns on a game you have been waiting for for a long time. This will be no exception. :)
 
Don't look now but part 5 is up:


Link to video.

God, this is so slow. Können Sie langsamer spielen? Ja, Ja!
 
Back
Top Bottom