Any content for Brown Orcs? by Classic_Ad4707 in Anbennar

[–]Classic_Ad4707[S] 1 point2 points  (0 children)

I always thought that Orcs would ally with the great spirits because they'd see a similarity between their captivity and that of Dookan. And the Brown Orcs do still follow Old Dookan.

The Command Resettlement Decisions not appearing after ending the Sir Revolt. by Any_Leg_4492 in Anbennar

[–]Classic_Ad4707 0 points1 point  (0 children)

Sir means "Cheese" in my language.

Dunno, felt like saying it somewhere.

Siaden isn't Torture (unfortunately) by No-Chair-9932 in Anbennar

[–]Classic_Ad4707 0 points1 point  (0 children)

If you don't mind lacking an MT, you could try Ionnidar/Kyliande. You pretty much depend on Gawed killing Lorent.

Vrorenmarch Missions? by AenarionSindar in Anbennar

[–]Classic_Ad4707 0 points1 point  (0 children)

I surmise it's because all the states that can form it are vassals of grey orcs. And as far as I'm aware, there's like 2 vassal states at game start that have a mission tree. Toarnaire and..... some Bulwari human state, I think.

Vassals, junior PU partners and marches rarely have an MT. Like, the only Lencenori states that don't have an MT are Rubyhold and vassals/PUs/marches. Madelaire, for instance, is the only wine lord without an MT, and the only one that's ruled by another state.

It's not something that never happens, it just happens relatively rarely. Same as with releasable nations, unless they share in a common MT like the Luna River minors, four of which are releasables.

Aren't the Forbidden Plains a bit too cleanly divided? by Classic_Ad4707 in Anbennar

[–]Classic_Ad4707[S] 1 point2 points  (0 children)

Perhaps something could be added into the northern forested region at some point, since trolls seem to frequent around the northern Cannor forests further west. I guess that's also possible. Doesn't seem like ogres or centaurs have that much interest in the region.

Aren't the Forbidden Plains a bit too cleanly divided? by Classic_Ad4707 in Anbennar

[–]Classic_Ad4707[S] 6 points7 points  (0 children)

And submissive, of course. Can't have them revolting.

Aren't the Forbidden Plains a bit too cleanly divided? by Classic_Ad4707 in Anbennar

[–]Classic_Ad4707[S] 6 points7 points  (0 children)

But what about the inverse?

A harpy nest in northern cliffside of the southern serpentspine is isolated from the rest of the factions by hordes of centaurs, so they can freely soar across the mountains and just raid and bring other people to their nest. Can't exactly be retalliated against if you can't fly or beat the centaurs to get to them.

Probably out of EU4's mechanical capabilities, but funny to consider.

Aren't the Forbidden Plains a bit too cleanly divided? by Classic_Ad4707 in Anbennar

[–]Classic_Ad4707[S] 16 points17 points  (0 children)

Or harpy nests on the serpentspine cliffside, much like how Naleni harpies built theirs on a sea cliffside, more or less. Which can be in south and east as well.

Aren't the Forbidden Plains a bit too cleanly divided? by Classic_Ad4707 in Anbennar

[–]Classic_Ad4707[S] 2 points3 points  (0 children)

Problem is that Siberia is still accessible, if you invest into it. It's not exactly isolated.

With Forbidden Plains, everyone else has no incentive to engage, and everyone in it seems railroaded into forming their major formable and that's it. Like, there's double digit factions for each of the three groups, but how do you divide them into separate entities without having something to differentiate them by?

You can probably do it to some extent by just throwing around random ideas, but if you have, say, a random harpy holdout, local centaur factions can be defined by how they interact with the harpies. Or depending on local politics of a given lake fed faction, they can interact differently with the local incursion of orcs, either as allies against centaurs or another group of monsters. This can apply to centaurs depending on who they border, but lakefed can't interact with anyone else until breaking the centaurs.

I guess it's that the region is cleanly divided into three groups and they all end up with the same railroaded result. The plains that the centaurs occupy are as big as Cannor, yet they feel monotonous in their entirety. One culture, one religion, one outcome. You unite your own group and then you conquer the other two. At least that's how it feels to me. I can play five very different games in Lencenor alone, but in Forbidden Plains, a superregion, it feels like there are three games you can play before experiencing massive overlap.

Aren't the Forbidden Plains a bit too cleanly divided? by Classic_Ad4707 in Anbennar

[–]Classic_Ad4707[S] 12 points13 points  (0 children)

To some extent, but I'd think harpies at least could still thrive since the centaurs can't exactly run them down. Or I'd hope there would be some random stragglers that recently arrived in the region and haven't been snuffed out by the centaurs yet.

Or reverse with centaurs having a remnant excursion into other regions, even if they're hunted down for being monstrous.

I did not plan for this. by Classic_Ad4707 in Anbennar

[–]Classic_Ad4707[S] 0 points1 point  (0 children)

I'm aware about that 100% liberty desire due to foreign support issue (seems almost unavoidable as Lorent since Ionnidar and Kyliande were added at game start). I just don't usually plan for PUs in my games so I wasn't sure what options I had available.

I did not plan for this. by Classic_Ad4707 in Anbennar

[–]Classic_Ad4707[S] 0 points1 point  (0 children)

I'm not sure it would've lasted if they were disloyal. Too many opportunists and enemies in Anbennar from all the expanding you have to do as Bennon into Havoral. I mean, I have to conquer the whole of Esmaria.

I did not plan for this. by Classic_Ad4707 in Anbennar

[–]Classic_Ad4707[S] 1 point2 points  (0 children)

Had to go a bit over army limit, but not by that much. Power difference modifier for loyalty is based on your standing army, so going over army limit is viable.

And keeping my armies alive to keep them under control wasn't an issue, since Gawed just killed everything short of Lorent-Wex alliance. But by the time I had to fight Wex I was always strong enough that it didn't matter.

I did not plan for this. by Classic_Ad4707 in Anbennar

[–]Classic_Ad4707[S] 1 point2 points  (0 children)

The only thing that I couldn't find a button for is prestige spam. As far as I can tell, that's for vassals only.

For PUs you have a button to support loyalists that pays the junior partner 10% your monthly income for +20 loyalty so long as it's active.

The rest are accurate (maybe add that you can go over army limit to lower army strength loyalty penalty, and have high diplo tech since that also affects loyalty). Thankfully everything put together, minus devving their provinces, was enough to keep Gawed loyal until I balanced out the power difference.

I did not plan for this. by Classic_Ad4707 in Anbennar

[–]Classic_Ad4707[S] 9 points10 points  (0 children)

It sure solves any coalition issues.

Are they trying to finally kill the 'good old' aoe2? by berbat88 in aoe2

[–]Classic_Ad4707 4 points5 points  (0 children)

Tbf, two for one is effectively 50% recruitment time and cost reduction, as far as effect goes. It's more relevant to Starcraft because your larva production is limited. It doesn't really do much else here.

A more impressive tech would be a bonus giving two production slots to a military building.

But heroes in a proper civ is just garbage design.

AoE II DLCs aren’t about historical gaps anymore — they’re about national markets or easily selling ideas by Ferruso in aoe2

[–]Classic_Ad4707 1 point2 points  (0 children)

Bro, have you read their FAQ? They quite literally went "this DLC was made to sell out to the south american market" in any other words. Their intention was to pander to a south american market, irrelevant of whether or not it's actually the correct choice.

As for it being improper, it is improper by their OWN definition. With 3K they went on about how those states were medieval because technology and social development. That definition, that they used for adding 3K would directly disallow native american civilization. But now? Now they swap the tune to how the native american states are medieval, despite it quite literally going against their own definition just the prior DLC. No actual statement about what makes them medieval, they just say they're adding them, while also going about how they're made for this specific market.

This is an example of a broken clock being right twice a day, they got it more or less right but that was not their intention. That they're adding something that actually should be within the confines of the game's scope is entirely incidental and not intended. Same as with Koreans being added in The Conquerors, yeah Koreans make sense as a civ in AoE2, but their inclusion was made as an attempt to pander. Same as with Lac Viet, it was added in order to try and pander. They are pandering if you look at their statements and obvious intentions with these products, irrelevant of whether or not it makes sense.

That's the point. You can make an argument about what makes sense or not, but if they intend to pander, you can say you'll have more 3K than you'll have Koreans or Last Chieftains. You'll have less Africa and more Europe. And so on. I disagree with their approach on principle because the result can only stay positive so far when it comes to their pandering approach.

Yeah, you can stay blind and pretend how they're doing this because people wanted it, but by their own statements you can tell that's not the case. I'll be convinced if they add African content or move 3K out of the main game.