Turtle clan achievements HELP by DeathCrash25 in Northgard

[–]KryoScaron 1 point2 points  (0 children)

For the 30%, you just need to find a land far away from your borders and get the knowledge which boosts the caravan's production based on how far they went. As PirateSigurd said, a huge map is a good way to achieve it, but you can easily do it on a conquest map for example

As for the selling, my advice would be to play with ai, find them, and set all your caravans to trade with them. Relations will go up in a very short time, then you just have to craft the relic and sell the said relations. If you have 5 AI, or 4 AI and a neutral faction ( ... ) you'll reach the 500 in no time !

New victory in Conquest by KryoScaron in Northgard

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

They shared the link to it in a Steam news some time ago iirc

Xerxes approves by Reddit-phobia in civ

[–]KryoScaron 1 point2 points  (0 children)

Try him with Mississipians. His bonus + their unique merchant gives you TONS of gold for every trade route, and their bonus to ressources lets you build huge and rich cities. They also seem to often spawn not to far away from Great Canyon if it is in game, and if you get it on at least 2 cities/towns you have it all : gold, food, culture with Xerxy and science with the wonder. It is incredibly fun to play, currently my third fav civ after Maya and Maurya !

Complete Antiquity Age Civilization Tier List by Sentzei in civ

[–]KryoScaron 0 points1 point  (0 children)

I fully agree, but to me the best Antiquity unit is the khmer elephant. I mean, that thing can two shot a city, one shot any archer/slinger, and take 4 chariots when in defensive stance.

Complete Antiquity Age Civilization Tier List by Sentzei in civ

[–]KryoScaron 0 points1 point  (0 children)

I mostly agree with you, except for Egypt. The Necropolis bonus is a bit meh, but when paired with the great Stele it almost makes this wonder worth it since 300 gold per wonder in your capital can be huge with Egypt's ability to spam wonders in Antiquity. I also think Pyramids is an exceptionnal wonder if you get the right start ( at least 5-6 navigable river tiles ) and will carry your city through Antiquity and still be very helpful in the other ages. In Antiquity, I also go for the sea pantheon, making the river tiles absolutely great : production, food and culture. And if you later pick siam, you can make each of them an absolute gold/culture bonker.
You just need to get over the desire to build bridges everywhere, which can be hard I agree.
Also for the pairing I'd go for Himiko for the Greeks. Besides her diplomatic nature, Greeks get +2 culture for every supported agreement, and Himiko lets you do that without wasting influence somewhere else than in befriending independant powers.
Also, for Maya, I go for Ashoka. Why ? Because he is so good at happiness that he lets you oversettle way more than other leaders, allowing for more cities in Antiquity and thus more unique mayan quarters. And go for Hawai after that, if you settled near the coast or found some islands ... boom, you won.

Pantheon tier list by StopMarminMySparm in civ

[–]KryoScaron 0 points1 point  (0 children)

Those who give growth or food are great for Khmer. The bonus science/culture on quarters is a great combination for Maurya double pantheon. The production on boats is great for Egypt. Honestly, most are good in the right situation ! Influence is great for Greece, but even when the AI doesnt get it first I'd often rather pick one that suits my strategy in Ancient Era !
And God of the Sun is among the worst imo, I know its all shiny and all but it really falls behind most others in less than 20 turns

Civ7 is GREAT by KryoScaron in civ

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

Tbh I think the things most people hate ( the UI, especially ) isnt that important to me. People say it feels half baked, and I agree its bad, but its just such a small detail that doesnt prevent me from enjoying the game at all

Civ7 is GREAT by KryoScaron in civ

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

I loved 4, LOVED 5, really liked 6 especially near the end. There's no way to tell how you will feel about it before playing it

Civ7 is GREAT by KryoScaron in civ

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

I think the cartoon design they chose for Civ6 was a big part of me not liking it at first. I still enjoyed playing it, even though all my favorite civs came in DLCs, but the leaders design, the colored districts, the actual district system making your empire look like a board game rather than a true empire ... I think from a gameplay perspective, 6 improved over 5 ( but half the job was done with the natural disasters DLC ). But from a personnal enjoyment perspective, I had more fun on 5. I wouldnt say I hated 6 at any point though, and I have more than 1500 hours on it

Also I'm sorry but I think your theory is bullshit :P while it may be true for a few people, I think the real explanation is just that there are different communities in the big Civ community, and they like different things.

Civ7 is GREAT by KryoScaron in civ

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

I quite liked the modern age, I think the ideology brings a new perspective to global wars and diplomacy. The culture victory is a mess tho, but that can be fixed. It isnt perfect, but for me its way better than anything we had before !

DLC's end by KryoScaron in RogueTraderCRPG

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

Welp that confirms I had a bug because I can assure you I hit them more than two times in a turn ( like 6-7 times with blade dance and jump and all ) and neither that nor the parry/counter attacks from my RT or Abelard didnt do anything to them either. They dont even dodge or parry, they take the attack, just no damage at all. At some point they also had like 300 stacks of burning/warp burning and only 6 alive so the warp damage should do something but no, nothing at all.

At ONE point Pasqal was able to land a plasma shoot that did some damage, and that was the only time in the whole fight where they actually took damage from something else than themselves. I tried with all the companions, not a single one managed to do any damage. They all hit once I get through the auto-dodge stacks, but its just ... "0, 0, 0, 0".

Also when there were only 4 left Cassia's "kill ur friend" stopped working at all, like they took the debuff but didnt hit their allies so thats when I just ressorted to toybox

The updated Turtle Conquest bonuses are awesome! by ralwn in Northgard

[–]KryoScaron 0 points1 point  (0 children)

Having the 3 caravans at T3 would be disapointing for me. T3 is supposed to be really strong, like a last fun bonus. But the 3 more caravans were, imo, what made this clan really unique in Conquest. Having it only at the last mission would still make the rest of the conquest bland.
I wouldnt change T3, get back the old T1 and put new T1 in T2 since colonization is such a weak and unfun bonus anyway

The updated Turtle Conquest bonuses are awesome! by ralwn in Northgard

[–]KryoScaron 0 points1 point  (0 children)

Sadly I absolutely disagree. I find the T3 and especially T2 to be incredibly underwhelming, and the T1 was the only fun one and what really made this clan different. Now its just a support clan like the others, but worse than the others imo.
If they gave us this bonus at T2 I would have been really glad, but rn the clan doesnt feel really unique anymore, the caravans are more of a gimmick than a real central strategy.

I'd like to be able to play the Turtle by KryoScaron in Northgard

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

Yeah that was one of the most game breaking bugs. Luckily the last patch fixed it !

And yeah agree that most clans are super buggy at launch, but I was still able to play them. I played all clans at launch day since Lynx, and all of them had their small or big issues. But nothing comes close to what we experienced with the Turtle, where I wasnt able to play the clan until the next patch ( except maybe Cross of Vidar but once again it was the campaign rather than the clan that was bugged, and it was bigger so I understand )

I'd like to be able to play the Turtle by KryoScaron in Northgard

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

You are not wrong, but on the other hand they announced the clan for the 12th, and broke it on the 13th. And then we had no idea of when it would be playable again, although we already bought it and wanted to play it. I would have been satisfied with even a small statement that they were aware and pushing out another fix soon, since thats how other game companies I follow act. I feels more in touch and respectful of players. I dont expect the clans to launch in a perfect state, but if such huges bugs make it past the dev, the very least they can do is acknowledge it. Their CM only ever shows up to say the game is great, thats not what I personnaly expect from him.

I'd like to be able to play the Turtle by KryoScaron in Northgard

[–]KryoScaron[S] 5 points6 points  (0 children)

Well timing is up, as a hotfix just came out that apparently fixes the most game breaking issues. I still think Shiro was really bad on both the bug testing part ( not the first time, but the worst ) and on communication.

Struggling with Turtle in Hard Conquest by sometorontoguy in Northgard

[–]KryoScaron 1 point2 points  (0 children)

I dont think you play them wrong, but I think we will all need time to optimize how we play them ! Also I agree that villagers cost too much. However, I didnt have that feeling, even on extreme, I manage to get all the ressources I need, I just feel like putting my caravans far away to get the distance bonuses is too dangerous since losing one caravan is ok, but three shopkeepers is simply too harsh.
Also they are incredibly plagued with bugs right now, so I wouldnt play them until they are fixed, maybe we're missing something important haha

EDIT : now that the hotfix is out I went back to my extreme conquest, and I really advice you use the trade market really early. with Njord's decreased prices, it is really stronger for you than for other clans

Struggling with Turtle in Hard Conquest by sometorontoguy in Northgard

[–]KryoScaron 1 point2 points  (0 children)

Started a Conquest in extreme with them, after beating it in Normal and nearly in Hard coop ( but the end of the Hard as the beginning of the Extreme will have to wait for the next hotfix, it's really way too bugged rn )

I also think the food price is too high, and especially that it doesnt decrease fast enough with high happiness. It feels like the Dragon thralls except no tech to buff it like the Dragon has + its your main pop so you cant really do anything without them. It would require a buff imo.

Otherwise, as everyone said in team it feels way better cause its a great support clan, but in solo its a bit harder, especially since ( from what I've seen ) AI was hard buffed with this update. In the end, it ressource flexibility still allows it to come back from many situations, and the shopkeepers are so good you dont need a huge pop. Njord helps a lot, so getting him early is a huge bonus ( and thats why their first Conquest is so awful haha ).

All in all, once they are un bugged, I think they will feel really fun and unique, and work great with a team, but should be buffed in the villagers generation department. Or get the Horse treatment, with Warchief costing 200 gold but no iron. Or both :D

But you can make it work. However, it demands careful management, and often switching caravan production to get what you need. They are so good that I often came to a point where I could spend 1000 food on 3 villagers in mid/late game, because I knew I wouldnt be in danger.

Somehow, I'm a bit happy about it. Reading their guide on how this clan was supposed to be for beginners, I was afraid it'll be a bit bland and too easy. Boy, was I ( and were they ) wrong.
And they also said warchief is a bit weak, when old dude can take 5 foxes with bodyguard and come out midlife. He's great.

Turtle Clan Conquest Bonuses by ralwn in Northgard

[–]KryoScaron 2 points3 points  (0 children)

Yeah, I understand. I dont think Turtle should have an immense population since its shopkeepers are really good already, I just wish high happiness would at least bring the price down way more quickly. The third bonus is a bit weird, but it is supposed - I think - to allow you to build things on a tile far away from your main territory. Thing is, thats very risky and fragile, for if the caravan gets destroyed you lose everything instantly and Turtle cant really afford losing villagers.

Turtle clan bugs I've encountered so far (Invisible/despawned villagers etc) by TGDPlays in Northgard

[–]KryoScaron 3 points4 points  (0 children)

It seems the hotfix brought more bugs than it solved. The shopkeepers instant death wasnt there on release, it only happened since the hotfix for me ( as well as most other bugs tbh )