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Each clan consume 0.3 food, but the help system still says 0.2
Additionally the lvl 1 caravan is a bit stingy on critical starting resources such as wood and tools.
Finally the food pricing and availability is way wrong. Food should be 1 or 2 gold each and quantities should be available up to 150 ea. It doesn’t make a whole lot of sense to spend 150g on 50 food if it will only pay for a turn or less later game
I'm also working on a new system which will make the Romans much more prominent in the midgame. I should have something fun to play around with on that front in a couple weeks.
The caravan balance is definitely off, but the design is completely new so that's not surprising. I'll be changing the numbers a lot.
As for the design itself, the caravan is intended to be a useful-but-limited way of making up for the economic weaknesses the map or your strategic decisions have created. It's a bandaid solution intended to always feel a little bit stingy and a little bit expensive. Just like going to the ancient-era equivalent to a used car salesman should, IMO.
The price and quantity of resources is extremely easy to change in the XML though, for anyone who disagrees with the new design approach. The file to look for is CaravanLevels.xml.
- Jon
The focus should be on actually putting bot scripts into the game. Right now you have a 4x game that’s not really a 4x game. It’s a survival game. How do you expect to balance the caravan or anything else correctly when there are no damn players?????
Adding players will change a whole lot of things you’re not even considering like resource balance, player clan mix, upgrade paths, defensive structures , offensive needs and trade/caravan needs; even decisions as basic as to moving the camp from the starting position due to your neighbors
AtG is intended to be as much a survival game as a 4X game. There are lots of traditional 4X games, but not many which blend in other genres, like survival. That approach won't make everyone happy, but the goal from the very beginning was to try something new with AtG.
Much of my work the past couple months has been evaluating the core design of various systems, for both the short and long term. What's in the game right now reflects the short-term gains (e.g. the game being much tougher because food is hard to come by), but as more AI behaviors come online the fundamental systems will still be in-place and it will simply be a matter of tweaking the numbers. It's not really possible to try and balance the game for AI improvements that aren't in yet. Since I'm not spinning so many plates (e.g. hiring and managing artists, setting up websites, etc.) I've been able to focus more on the design itself, which I enjoy more anyway. It's a long-term investment though, and not everything will be transformed immediately. The sloppiness of the initial release was mainly the result of trying to do too many things with too little time. I'm now trying to take a more balanced, patient, and overall superior approach.
- Jon
your post above this one suggests you are rebuilding the company from the ground up, meaning it will be a while for this game to come to fruition. (i'm going to say at least 1-2 years)
This game is pretty low in the steam scrap heap at this point with virtually no engagement. Many core systems are simply not even developed yet, much less implemented.
I have a few suggestions for you and you can take them or leave them.
1. start working on ATG 2, to include all the things missing in ATG 1 plus these grand plans you have to be a market innovator ("There are lots of traditional 4X games, but not many which blend in other genres, like survival" )
2. build the game on a more modern platform so it looks and feels like it's worth $30
3. cut the price down to $9.99 permanently for ATG 1.
4. offer players who bought the game a credit towards the new game that will come out in 2 years.