Jon Shafer's At the Gates

Jon Shafer's At the Gates

Capturing a Settlement
How do you capture a settlement? I have defeated the Alemanni, I got the message saying that I could pick them now from the start menu. My army is fortified on the settlement but still the territory is controlled by them. I can't interact with the settlement other than to pack and unpack it.

I read on another discussion that you have to build something on it. I can't build farms or anything like that because its not in my control. So I tried building a watchtower directly on the settlement but still nothing.

I tried moving my settlement into the Alemanni territory and unpacked there but the territory remains assigned to them.

For such an important part of the game it seems like no thought was given to this!
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Actually one slight addition there was a wheat farm on the same tile as the settlement. I had captured it and had the farmer abandon it. Don't know if this complicates matters.
It's not really possible to control captured settlements, but sometimes you'll get some more territory, but you might need to keep some guy standing on it to keep, still not sure myself.
Capping settlements is a future item (hopefully)

Best thing to do, since the computer is brainless, is to dig in to gain control, build what you want in their land, then remove your troops
Τελευταία επεξεργασία από clayffo; 26 Αυγ 2019, 12:33
when you capture a clan do they ever integrate with you or do they forever remain captured?

also, some clans have HORRIBLE traits, how can you fire a clan?
They always show as captured

Only way to fire is to have barbs kill or cap them

You can also remove the negative traits if you have the parchment and researched the appropriate skill
Clayffo,

So if the RNG send you Captain Crib Death or Major Malfunction you're effectively stuck with them? Am I the only one to think there should be an option to NOT hire a clan?

I have restarted this game a couple of times because the starting clans were just total guano.

Actually that's not fair, guano has value, improves field output as fertilizer. Those clans didn't rate that!
Αναρτήθηκε αρχικά από mmathat:
Clayffo,

So if the RNG send you Captain Crib Death or Major Malfunction you're effectively stuck with them? Am I the only one to think there should be an option to NOT hire a clan?

I have restarted this game a couple of times because the starting clans were just total guano.

Actually that's not fair, guano has value, improves field output as fertilizer. Those clans didn't rate that!

You are correct and your feelings are absolutely justified. I have posted about this and Jon’s response was that it’s on his “ to do list” with no time line
Αναρτήθηκε αρχικά από Soylent_Greene:
when you capture a clan do they ever integrate with you or do they forever remain captured?

also, some clans have HORRIBLE traits, how can you fire a clan?

Train up an Instructor and you will be able to remove traits you do not like on all the clan folks
You can fire a clan in a few inconvenient ways:
1. Send them out in the winter to starve
2. Let the barbs cap them

However my personal recommendation is that you give them a job that anyone will do inspite of their happiness or traits. These jobs include explorer, surveyor, warrior ( good for camping on a civ ur pillaging), boat transport guy, and watchtower

I call these clans the useful idiots
Τελευταία επεξεργασία από clayffo; 27 Ιαν 2020, 7:23
Αναρτήθηκε αρχικά από Soylent_Greene:
when you capture a clan do they ever integrate with you or do they forever remain captured?

also, some clans have HORRIBLE traits, how can you fire a clan?

I feel the same way. In base game the typical way to "fire" a clan is send them out to die (militarily or ctrl-shift-F Forge (forge without ever camping for supplies).

In the mod HOM, traits are much more balanced that you probably wouldn't ever want to suicide a clan.
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