Ara: History Untold - Episode 3 | Cherokee Emperor | Max Civs, Multiple Wars | Racing to Catapults!

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  • Опубликовано: 6 ноя 2024

Комментарии • 4

  • @jeanlechauveBe
    @jeanlechauveBe 8 дней назад +1

    First of all, thank you for giving us your time to entertain us :).
    I congratulate you for having held out for so long, it's much better than most other streamers.
    Let's have a little retrospective:
    Do you think that the time and resources spent on your 2 settlers were used wisely?
    I think not! Indeed, only one city survived and is, moreover, a hindrance to the development of its neighbor.
    Ok, this increases your max army by 1. But since you have always remained well below this maximum, that is not the subject.
    In your place, I would stop building houses there to prevent it from developing and I would make it my military training city with improvements and amenities (only in times of war) boosting security. I would only take with this city regions out of reach of your other cities (max 4 distance from their city center).
    Indeed, the more a city progresses in level, the more it loses quality of life (everywhere) and requires food. The penalties come in stages and are exponential. The first 3 levels you do not lose QOL and an insignificant amount of food.
    At level 6, you lose 10 QOL and you need 18 food (excluding maintenance).
    At level 11, you lose 25 QOL and 80 food.
    At level 24, you lose 110 QOL and 600 food.
    You can see all this information by hovering over the city food icon and hovering over the value of each QOL (the number, not the fill gauge).
    Why am I telling you all this? So that you can better choose the order of your constructions and research in order to counteract this inflation. If you are in a +4 apple region, no need to build farms before many city levels, but on the contrary maximize scouts and military units. Being positive +500 food in a city does not change its growth at all.
    But first of all, you have to understand the concept of production! And it is from the misunderstanding of the concepts that many negative comments come.
    Food: It takes 25 harvest production points to produce a unit of food from nothing or from certain resource nodes (except exceptions such as grapes (50) or fish (10)).
    This harvest production comes from the production value of the city. We add different flat bonuses if available (+5 per farm in the region, +1 per mill in the city...).
    Example:
    City production 10, 2 farms: harvest production = 10+(2*5)=20
    Then, we multiply the harvest production by the fertility of the region (apples) and add a constant of 5.
    Fertility 4: 20*4+5= 85 -> 3.4 units of food per turn per farm.
    Fertility 1: 20*1+5 = 25 -> 1 unit per farm.
    When you add a plow, you add 50% of the harvest production and so on for each modifier.
    We immediately see the interest of building farms on a fertility 4 and its uselessness on a fertility 1. Similarly, if the +5 per farm seems derisory, 5 farms with fertility 4 give + 100 per farm and therefore a bonus of +500 harvest production in the region (20 food).
    Resource nodes do not need a farm to produce, city production works without one. Building a farm there in fertility 1 will not change anything, except for the benefit of +5 and supplies.
    If city production increases, your harvests increase. And if it decreases, your harvests do the same. War weariness has precisely this flaw of reducing QOL production...
    This is probably why you obtained without compensation your ceasefires with your enemies whose penalty was too high.
    It's the same for wood and material.
    Finally, you should stop focusing on the "strength" of the military units of your future victims. This can vary by more than 100% depending on their location.
    If you want to take an enemy city, choose a capital or a city with a palace (+1 max city) and pillage/raze the others. With practice, you will know how to "distract" its units. -By the way, no need for catapults to break walls, archers do it very well.-
    Although you have the feeling of having started the game well, you are very late.
    Look at the production statistic, it is the one that most governs prestige at the beginning of the game and therefore your survival in the first acts.
    You have not gained a single golden age point, your QOLs are all in the negative. And you cannot fill all the amenities in your cities.
    You are too scattered, choose the amenitie that gives the most happiness and/or health, look at its production cost and the ingredients within your reach that boost its manufacturing (see its article in the encarta) and focus on it. You have 3 cities, you need 3, then a production of 0.3 (if 1/10). Then you move on to the next amenity.
    And prioritize your capital, many bonuses are specific to it.
    Don't hesitate to juggle with supplies, being at 75 in happiness or health does not bring anything more than being at 70, while another city is missing 1 happiness/health to receive +25% bonus.

    • @rawgamingchannel4875
      @rawgamingchannel4875  7 дней назад +1

      Hey @jeanlechauveBe, Thank you again for your insights and it means so much for letting me know that you find my videos entertaining. Oh wow, so much for me to get my tiny brain to understand. I will try to get my cities off food amenities by focusing on farm production to free up. My two settlers were a massive waste, but I should have known this would happen when I play with max civs. I don't think I am going to make it to the next act so I am going to have to focus on taking some cities. That is very interesting about destroying city walls with archers. In my first couple of games, I tried this but couldn't do this but I know the devs have made many small updates. Or maybe I was just doing it wrong. Peace!!

    • @jeanlechauveBe
      @jeanlechauveBe 7 дней назад +1

      @@rawgamingchannel4875 Thank you for your answer :).
      You are right, I did indeed say something stupid, archers cannot bombard walls.
      This is an inaccuracy in the encarta article that describes the unit as being able to use the bombardment action instead of indirect fire.
      Beware of the new patch, chariots are now considered projectile units, which changes formation tactics like the square.
      Unfortunately, several bugs have not been fixed, such as the stable, the loom and the non-consideration of bonuses in the estimation of the number of turns remaining for constructions or the increase in city level.

    • @rawgamingchannel4875
      @rawgamingchannel4875  7 дней назад

      Hey @jeanlechauveBe, Never stupid as its a challenging game :) I just streamed episode 4 and will upload it onto YT shortly and you can see me trying to bombard with archers :) Okay will have a look into the Chariots as they are already OP in my opinion