Game looks cool. Heard about it from splattercat but i can't stand watching him... this is a very long video i will watch but it'll take a while. Thanks
@@Independent_disher Yea. many confusing things in the game that needs discovery from experimenting. Luckily I also had developer on DM to answer questions for me. Feel free to post any questions you have and I will try to answer to get answers for you.
Waiting to see how long it takes him to realise the mechanic made him the Imperial Surveyor he has been blasting raiding parties with.... It has 4 main cannons and 50 more HP than the others, but is the slowest at 90 knots. It's a beast of a Surveyor Ship overall. Worth the decrease in speed IMO.
Not a fan of the 'Spam tower upgrades and foundations' approach he takes. It's ugly and constantly nerfs his population growth. The tower upgrade spam also ruins the flow of his resources as he tries to force it through these literal bottle necks to try to expand from. One wooden Tower around them would fix the issue, yet he constantly does it and spends forever spamming walkways trying to fix it. Sigh...it's infuriating to watch. But I simply must know how long it takes him to realise his Surveyor Ship has changed....
@@soulsurvivor8293 workforce doesn't run dry. It only removes the workforce at that tower if tower goes to another node. You can connect workforce from the citadel to still get same workforce. The minus is just workforce flow reduced from that tower point
@@RonEmpire Me saying bleeding your workforce dry was not literal as we both know it's not an exhaustible "Resource". It was merely expression of how much you over build Towers to the point where they reduce Workforce Flow, yet underbuild supporting infrastructure to increase your base Workforce Availability for your Extractor to use. Obviously without a sufficient Workforce getting to the Resource Extractor, then range of that Resource is reduced. Or rather, isn't as long as it could be. But you don't bulid much within the Resource area. Further reducing the Production Distance cap. Rebuilding, upgrading and Building over upgraded Foundations & Walkways will demolish existing Housing, Businesses and Resource Infrastructure (Werehouses etc within Resource Area). Which nerfs your population, Total Workforce Availability and Resource Workforce Cap at the Extractor itself. Yes, I am aware it's already reduced due to the settings you're using this play through. You did the same thing in your Freehouse game, which quickly turned into Mercer led game mind you. The -2 and -3 tower upgrades add up quickly over time, reducing the remaining Stone and Iron quite quickly. Extractor to Citadel/Outpost or Extractor to Harbour to Citadel/Outpost connections form the minimum lines of Workforce and Resource connections. Multiple Command Tower upgrades and a spiderweb of walkway spaghetti later, your lines for expansion get stiffled and resources get expended quickly with little benefit. Minimising the individual non-Command Towers placed after these in a Supply line allows for those resources to travel a much longer distance. These longer walk ways will also passively increases population. Building Command Towers and other Workforce Required structures off of these main Supply lines like branches off the trunk of a tree will also allow you to control each of the Faction's Influence on your settlement. By isolating Citadels, Outposts and Command Towers by Faction off of the main Supply Lines; Not only can you Manage the Factions population Growth & Influence, you can also concentrate Faction Control Tower Coverage and the protection they offer from Raids. Also, while you're At War with a Faction it Automatically dismisses all Comanders and Captains you have from that Faction. Making them unavailable to re-recruit them to your settlement until you negotiate peace with one of the remaining NPC settlements. And given the Freehouse has less political sway than the other Factions, you're not getting as many Freehouse Captains and Commanders offer their services/Spawn as you would if you managed your Captains, Commanders and Citadels & Outposts deployed in order to minimise Imperial influence. Sidenote: I miss Populous, was one of my favourite games of all time. Black & White was a cheap, but enjoyable, 3D imitation in my opinion haha. Overall, most of the older games you mentioned I also enjoyed thoroughly. Though, I seem to enjoy a wider variety of genres. At the very least, I like FPS games in addition to the genre's you mentioned you like. Sidesidenote: 'Scum' is a pejorative that is both singular and pural, meaning you don't need to say "Scum's" when referring to multiple Pirate's. Sidesideside Note: I apologise if I came off as rude or anything in earlier Comments, I can often find it difficult to find more diplomatic ways to express my thoughts on things. As such, I minimise that sort of double thought filtering to ensure the important parts of the thought is conveyed as clearly as possible without additional conflicting & confusing information.
Depends on what you're talking about regarding what "Spawns" in said "Spawn Locations". The world map itself is set and each of the marked settlements are set. The rest is RNG that's influenced by population quantity by faction. The deploying faction captains and commanders, by setting them in trade routes or putting them in command towers respectively, will increase that factions influence over the settlement. Just as the quatity of faction specific Outposts and Citadels add to that Factions influence. The higher any given Factions influence, the more of that Factions random encounters will spawn. The minority Faction can have more influence in the settlement than others if you predominantly use their Captains, Commanders and Outposts/Citadel's. Which I personally found interesting from the managment of the political mechanics. I believe the resource locations are also set as part of the base map layout. Another example of randomised "Spawning" of raids depends on the length of trade routes and the proximity to hostile factions the trade routes take. If you don't have strong enough combat escorts on the routes, it will be listed as a risky or dangerous trade route. Depending on how risky it is will change the frequency in which the trade route is raided. Your current apparent total strength and the enemy factions animosity level towards you will change the severity of Raids, as in the strength of the enemy raiders. The game reacts to your choices and actions accordingly. Each of the settlements will have different influence threasholds for you to be able invite them to become part your settlement. It's a fairly straight forward and intuitive system all said.
7:33:20 Gun Tower is a late game Imperial spawn, absolute beast of an offensive deployable. Still, working out how to use it as a Rally Point for military Ship Captains set to Shipping Routes. From the description, it should be able to Rally them to it during combat. Figuring out if that's essentially a defensive management function for overlapping Shipping Routes, allowing you to use less combat Ships on each Route or a means of Rallying near by combat Ships to it for Offensive purposes (Raiding an enemy base). It's great by itself for offence none the less, seems to be equipped with two of the same Heavy Cannons that the Imperial Surveyor has 4 of (two each, on the broadsides). Just slap it down near the enemy base and hover over it, rotate with your nise toward the enemy to swap broadsides of your Surveyor. Allows for you to maximise the Heavy Cannon up time, reloading times between each shot, while also giving both you and the Gun Tower covering fire from the frontal Point Defence guns. Long-range bombardment while the enemy is distacted by your combat escort, great little Deployable all round. Needs to be deployed in Shallow Waters or on Land/Foundations. There is plenty of both around for whatever purpose you use it for.
I enjoyed watching for a short period of time but I quickly lost interest because you made it more of an in depth tutorial explaining every little detail, and frankly after seeing your previous video I just couldn't go through it again. I had hoped to just see a playthrough with some commentary since you were playing hard mode. I'm not saying it's bad - you did a great job explaining things and I'm sure you continue to do so but I just couldn't sit through another lecture.
Yea it was a live stream and the first week of launch and alot of people wanted to learn how to play the game. I might have even repeated some things because I kept getting new people asking. Plus I had twitch enabled and people also spawned encounters too making it slightly more challenging. But overall the hard mode isn't too difficulty. Range is shorter by half that's it. So I learned later you could just expand foundations and build on that to go into the water for space. I need to make a new video with the new changes. Thanks for the comment.
If you enjoyed this video or it helped you in anyway, please don't forget to hit the LIKE and SUBSCRIBE. Thank you so much.
Game looks cool. Heard about it from splattercat but i can't stand watching him... this is a very long video i will watch but it'll take a while. Thanks
So are there four wonders? The maw, the turtle, the gate, and a what else?
Only 3 wonders. Freehouse does not have a wonder or a leader commander
Thank you! I purchased the game day 1 but like other people, was confused on some things you helped clear up, loving the game anyways @@RonEmpire
@@Independent_disher Yea. many confusing things in the game that needs discovery from experimenting. Luckily I also had developer on DM to answer questions for me. Feel free to post any questions you have and I will try to answer to get answers for you.
Waiting to see how long it takes him to realise the mechanic made him the Imperial Surveyor he has been blasting raiding parties with....
It has 4 main cannons and 50 more HP than the others, but is the slowest at 90 knots.
It's a beast of a Surveyor Ship overall. Worth the decrease in speed IMO.
Not a fan of the 'Spam tower upgrades and foundations' approach he takes.
It's ugly and constantly nerfs his population growth.
The tower upgrade spam also ruins the flow of his resources as he tries to force it through these literal bottle necks to try to expand from.
One wooden Tower around them would fix the issue, yet he constantly does it and spends forever spamming walkways trying to fix it.
Sigh...it's infuriating to watch.
But I simply must know how long it takes him to realise his Surveyor Ship has changed....
Spams Tower upgrades that bleeds his workforce dry.
Runs out of iron.
Is somehow confused about running out of Iron.
Really?!
@@soulsurvivor8293 workforce doesn't run dry. It only removes the workforce at that tower if tower goes to another node. You can connect workforce from the citadel to still get same workforce. The minus is just workforce flow reduced from that tower point
@@RonEmpire Me saying bleeding your workforce dry was not literal as we both know it's not an exhaustible "Resource".
It was merely expression of how much you over build Towers to the point where they reduce Workforce Flow, yet underbuild supporting infrastructure to increase your base Workforce Availability for your Extractor to use.
Obviously without a sufficient Workforce getting to the Resource Extractor, then range of that Resource is reduced. Or rather, isn't as long as it could be.
But you don't bulid much within the Resource area. Further reducing the Production Distance cap.
Rebuilding, upgrading and Building over upgraded Foundations & Walkways will demolish existing Housing, Businesses and Resource Infrastructure (Werehouses etc within Resource Area). Which nerfs your population, Total Workforce Availability and Resource Workforce Cap at the Extractor itself.
Yes, I am aware it's already reduced due to the settings you're using this play through. You did the same thing in your Freehouse game, which quickly turned into Mercer led game mind you.
The -2 and -3 tower upgrades add up quickly over time, reducing the remaining Stone and Iron quite quickly.
Extractor to Citadel/Outpost or Extractor to Harbour to Citadel/Outpost connections form the minimum lines of Workforce and Resource connections.
Multiple Command Tower upgrades and a spiderweb of walkway spaghetti later, your lines for expansion get stiffled and resources get expended quickly with little benefit.
Minimising the individual non-Command Towers placed after these in a Supply line allows for those resources to travel a much longer distance.
These longer walk ways will also passively increases population.
Building Command Towers and other Workforce Required structures off of these main Supply lines like branches off the trunk of a tree will also allow you to control each of the Faction's Influence on your settlement.
By isolating Citadels, Outposts and Command Towers by Faction off of the main Supply Lines; Not only can you Manage the Factions population Growth & Influence, you can also concentrate Faction Control Tower Coverage and the protection they offer from Raids.
Also, while you're At War with a Faction it Automatically dismisses all Comanders and Captains you have from that Faction. Making them unavailable to re-recruit them to your settlement until you negotiate peace with one of the remaining NPC settlements.
And given the Freehouse has less political sway than the other Factions, you're not getting as many Freehouse Captains and Commanders offer their services/Spawn as you would if you managed your Captains, Commanders and Citadels & Outposts deployed in order to minimise Imperial influence.
Sidenote: I miss Populous, was one of my favourite games of all time. Black & White was a cheap, but enjoyable, 3D imitation in my opinion haha.
Overall, most of the older games you mentioned I also enjoyed thoroughly.
Though, I seem to enjoy a wider variety of genres. At the very least, I like FPS games in addition to the genre's you mentioned you like.
Sidesidenote: 'Scum' is a pejorative that is both singular and pural, meaning you don't need to say "Scum's" when referring to multiple Pirate's.
Sidesideside Note: I apologise if I came off as rude or anything in earlier Comments, I can often find it difficult to find more diplomatic ways to express my thoughts on things.
As such, I minimise that sort of double thought filtering to ensure the important parts of the thought is conveyed as clearly as possible without additional conflicting & confusing information.
Maybe the game has spawn locations which are used in a pool and then the Spawnlocations get pulled out of that pool based on the "seed" u get then
It's possible.
Depends on what you're talking about regarding what "Spawns" in said "Spawn Locations".
The world map itself is set and each of the marked settlements are set.
The rest is RNG that's influenced by population quantity by faction.
The deploying faction captains and commanders, by setting them in trade routes or putting them in command towers respectively, will increase that factions influence over the settlement.
Just as the quatity of faction specific Outposts and Citadels add to that Factions influence.
The higher any given Factions influence, the more of that Factions random encounters will spawn.
The minority Faction can have more influence in the settlement than others if you predominantly use their Captains, Commanders and Outposts/Citadel's.
Which I personally found interesting from the managment of the political mechanics.
I believe the resource locations are also set as part of the base map layout.
Another example of randomised "Spawning" of raids depends on the length of trade routes and the proximity to hostile factions the trade routes take.
If you don't have strong enough combat escorts on the routes, it will be listed as a risky or dangerous trade route.
Depending on how risky it is will change the frequency in which the trade route is raided.
Your current apparent total strength and the enemy factions animosity level towards you will change the severity of Raids, as in the strength of the enemy raiders.
The game reacts to your choices and actions accordingly. Each of the settlements will have different influence threasholds for you to be able invite them to become part your settlement.
It's a fairly straight forward and intuitive system all said.
7:33:20 Gun Tower is a late game Imperial spawn, absolute beast of an offensive deployable.
Still, working out how to use it as a Rally Point for military Ship Captains set to Shipping Routes.
From the description, it should be able to Rally them to it during combat.
Figuring out if that's essentially a defensive management function for overlapping Shipping Routes, allowing you to use less combat Ships on each Route or a means of Rallying near by combat Ships to it for Offensive purposes (Raiding an enemy base).
It's great by itself for offence none the less, seems to be equipped with two of the same Heavy Cannons that the Imperial Surveyor has 4 of (two each, on the broadsides).
Just slap it down near the enemy base and hover over it, rotate with your nise toward the enemy to swap broadsides of your Surveyor.
Allows for you to maximise the Heavy Cannon up time, reloading times between each shot, while also giving both you and the Gun Tower covering fire from the frontal Point Defence guns.
Long-range bombardment while the enemy is distacted by your combat escort, great little Deployable all round.
Needs to be deployed in Shallow Waters or on Land/Foundations. There is plenty of both around for whatever purpose you use it for.
Dude have you tried spore? I think that game will suit your playstyle
Why are there multiple sums 🤣, its just scum
I enjoyed watching for a short period of time but I quickly lost interest because you made it more of an in depth tutorial explaining every little detail, and frankly after seeing your previous video I just couldn't go through it again. I had hoped to just see a playthrough with some commentary since you were playing hard mode.
I'm not saying it's bad - you did a great job explaining things and I'm sure you continue to do so but I just couldn't sit through another lecture.
Yea it was a live stream and the first week of launch and alot of people wanted to learn how to play the game. I might have even repeated some things because I kept getting new people asking. Plus I had twitch enabled and people also spawned encounters too making it slightly more challenging. But overall the hard mode isn't too difficulty. Range is shorter by half that's it. So I learned later you could just expand foundations and build on that to go into the water for space. I need to make a new video with the new changes.
Thanks for the comment.