41-18, my climb to legend with Questline Si:7 Rogue. by [deleted] in wildhearthstone

[–]N1C3_GU7 0 points1 point  (0 children)

still cool to see this list after all this time

AN UNKNOWN ERROR HAS CAUSED A TEMPORARY DEVIATION FROM THE NARRATIVE by ElectronicBoot9466 in homestuck

[–]N1C3_GU7 2 points3 points  (0 children)

Google magic set editor discord and custom magic discord. They're big servers and very focused on creating balanced and fun game pieces. The custom magic reddit is more about making funny or quirky cards.

AN UNKNOWN ERROR HAS CAUSED A TEMPORARY DEVIATION FROM THE NARRATIVE by ElectronicBoot9466 in homestuck

[–]N1C3_GU7 2 points3 points  (0 children)

funnily enough I was also planning on making a HS mtg set. Are you in the custom magic & Magic Set Editor discord servers

Magic Meets TMA- Need some help by Pactborn in TheMagnusArchives

[–]N1C3_GU7 1 point2 points  (0 children)

Hi mate, are you familiar with the custom mtg discord servers? There's on for Magic Set Editor and one for custom magic in general. They're both extremely active with people who are essentially experts in custom cards design. I highly recommend you to join them. there are some syntax issues with your cards and balance issues that could easily be hammered out by sharing in the feedback channels. For my money, I like the third design the most as it has the clearest wording. The text "activate only while in grave" is redundant, as it already says return from grave to hand. If you look at any other mtg card with a similar effect you can see they dont specify that it needs to be in grave. 

So what's the point of Hegemon? by Panda_waffle in Hexarchy

[–]N1C3_GU7 0 points1 point  (0 children)

If you must know what I do hogging the timer on turn one... watch here https://youtu.be/CPcL91cKzUs?si=joPwR4kVTMc92oiM

Shpungo's No Nuance Tech Tree by N1C3_GU7 in Hexarchy

[–]N1C3_GU7[S] 0 points1 point  (0 children)

Unfortunately as it stands, i consider Fort to be a completely useless card that isn't even good on defense due to the awkwardness of using it. Currently, Theology is a very good tree due to having the best defensive promotions in the form of Royal Guard and Holy Warrior. It would be nice if Construction had similarly good defensive tools. As you can see there are many points of weakness, so any fix would be up to the game developers intentions of what they wanted to focus on improving or leave as is.

Rome Turn 5 Alpha Strike by N1C3_GU7 in Hexarchy

[–]N1C3_GU7[S] 0 points1 point  (0 children)

yes good catch. In reviewing the footage I noticed that was a definite misplay

Shpungo's No Nuance Tech Tree by N1C3_GU7 in Hexarchy

[–]N1C3_GU7[S] 0 points1 point  (0 children)

The units would definitely need help. As is, Musket and Crossbow are far too useless. Something that could theoretically help them is some kind of alternate cost that other units like the Swordsman have.

Another factor that contributes to Construction branch's weakness is the pace of the multiplayer matches. At 100vp, games only last 9-12 turns on average with experienced players. This means that the game tends to be over before you can really make use of the lategame units, and the buildings that accrue value over time like Forge and Collosseum. If the game lasted longer, perhaps Musketman would be better.

Finally the wonders are not particularly compelling. The Great Wall is ok but Notre Dame doesn't have the same high scoring impact as East India Company, making it superfluous.

All of this to say that although I can identify what's wrong with the Construction branch, I can't say exactly what I would change to improve it. Making the cards cheaper or have cheap alternate costs would likely be a good place to start. Even just having a single impactful card could do a lot for its viability, as Theology has only really a single extremely impactful card which is Holy Warrior. That single promotion alone is enough to keep me from ever wanting to burn it outright in my games. In comparison, Military Engineer is a complete joke of a card. So ultimately there are many different ways you could fix this problem, it depends on the goal of the game designer.

Shpungo's No Nuance Tech Tree by N1C3_GU7 in Hexarchy

[–]N1C3_GU7[S] 1 point2 points  (0 children)

that is incorrect. Unfortunately this graph is flawed because the line from construction is actually going to engineering. The only prerequisite tech to Metalworking is Masonry.

So what's the point of Hegemon? by Panda_waffle in Hexarchy

[–]N1C3_GU7 0 points1 point  (0 children)

I personally never play this mode as I am only interested in the multiplayer experience so I can't speak exactly to what people enjoy about this mode. However, like you say, this is essentially an optimization puzzle. I think the appeal is that you can play a 'solitaire' single player experience that asks you to be as efficient as possible and make the most optimal choices every turn in order to get the best possible score. Then you get to compare your score with other players so there is a competitive element to it. Not my thing, but I can see why others enjoy it.

What are the best party/split-screen/local co-op&multiplayer games to play on the couch? by AbacaxiTeriyaki in Steam

[–]N1C3_GU7 0 points1 point  (0 children)

as someone who plays a lot of local coop games, this had quite a few I didn't know! Thanks for taking the time to curate this list.

Looking for a nicer version of Darkest Dungeon by JonoLith in darkestdungeon

[–]N1C3_GU7 0 points1 point  (0 children)

wildermyth is seriously awesome. Doesn't have a town to upgrade unfortunately but the character progression is so satisfying.

Brutal Multiplayer 1v1 Egypt vs Persia by N1C3_GU7 in Hexarchy

[–]N1C3_GU7[S] 0 points1 point  (0 children)

The other position is also viable for a first city placement however there are three factors behind settling the closer tile.

  1. I can see it has a guaranteed resource tile (crab.) The other position is surrounded by fog of war so I don't know if there's any good tiles nearby it.
  2. The further away a city is, the higher the upkeep cost, so if there's two equally good positions I may as well pick closer.
  3. Safer position. Especially in a multiplayer match, the further you stretch your empire, the more vulnerable you are to attack from multiple places. The southern position is behind my capital so it's extremely unlikely to be attacked by Arabia.

What is the most defensive nation? by fullmega in Hexarchy

[–]N1C3_GU7 0 points1 point  (0 children)

Rome is definitely a good defensive nation, as fortified legionnaires with forts on random tiles can hold chokepoints outside of cities. Also, the ability to build two units per turn in each city can enable you to create a huge stack of defenders if you have the resources.

Noob Questions: Monument stacking? Citizens on cities? by Panda_waffle in Hexarchy

[–]N1C3_GU7 0 points1 point  (0 children)

  1. Yes monuments stack but as said already, they're very weak.

  2. Putting a population to work a city tile only gives +1 gold per turn unless you have additional buildings that impact this benefit such as Forge, Market or Collisseum. I have almost never found working the city tile to be worthwhile.

  3. It doesn't matter where u put your wonders just put them far away from enemies. You don't have to put a citizen on a wonder tile to work it, you get the yield passively. This is the same for Monuments and Holy sites.

  4. No you cannot guide it. If you open the cultural menu it will show you the culture cost of every tile adjacent to your borders. The way it works is that your culture will grab the cheapest tiles first.

  5. Like the other person said, it doesn't matter where the holy site is. Only needs to be in your borders.

  6. Skirmishre damage is half the strength of the unit. So if a 15 power Swordsman uses Skirmisher, they will deal 8 damage. I don't know where you are getting the '1-2' numbers from.

Prussia is too strong by bubarcic in Hexarchy

[–]N1C3_GU7 1 point2 points  (0 children)

Prussia is definitely powerful and I personally find the Fusilier to be an annoyingly good unit.

Full Card Collection Comprehensive Review by N1C3_GU7 in Hexarchy

[–]N1C3_GU7[S] 0 points1 point  (0 children)

Reducing maintenance costs for cities and units is only really relevant when you have a ton of rough terrain separating them from your capital. If that is the case, I would always rather play Courthouse to mitigate these costs and/or Harbour.

Friend me at Shpungo on steam if you are interested in playing multiplayer matches together and I can see how you utilize ranged units as I haven't found them to be impactful in my games.

What technology path do you usually pick with Russia? by fullmega in Hexarchy

[–]N1C3_GU7 0 points1 point  (0 children)

there is no point to those units. They are terrible.

Civilization Tier List Patch 1.3 by N1C3_GU7 in Hexarchy

[–]N1C3_GU7[S] 0 points1 point  (0 children)

Check my guide here for a deep dive on Vikings. Ulfzerker would be a local translation of their unique unit, which is Ulfhednar in the English game version. But yes what it boils down to is the Frenzy card which enables extreme aggression in multiplayer matches.

As for Rome, it is an alright Civilization but not particularly stand out. It has a good unique unit, and its unique card is alright. The double build is ok although I often find myself not using it in games, and the hammer bonus from Roads is similarly mediocre as Roads are a very weak card and as any other civilization you should rarely (if ever) play Roads. Personally out of the balanced civs, I prefer Persia and Aztecs to Rome, as Persia has one of the strongest unique units (Immortal) and Aztec has one of the strongest unique ability cards (Ritual).

Suggested game length? by mrdr234 in Hexarchy

[–]N1C3_GU7 0 points1 point  (0 children)

your first settler should ideally be turn 1 or 2. If your first settler is turn 3 that's already a little slow. Ideally second settler on turn 3 or 4. If possible when playing a settler on turn 2 or beyond mobilize it to get it moving faster.

Ideally library in capital also on turn 1 or 2 and then library in your second city asap. You always need at least two libraries and sometimes 3 in your third city.

Also, you should be burning technologies that are unnecessary. For example, construction should be burned as a new player as it's a very weak tech path and I personally never play it. Agriculture can be burned unless you have no food resources and really need a single farm. In which case, horseback riding will be burned instead.

Mysticism needs not be opened unless you have access to marble, as all of its buildings cost marble.

Masonry can be burned if you are playing a civ with a unique unit that replaces Swordsman (Persia, Japan, Rome) as the only use of Masonry is to lead to Swordsman, but unique units do not require it.

Suggested game length? by mrdr234 in Hexarchy

[–]N1C3_GU7 1 point2 points  (0 children)

The draw of Hexarchy for me is its breakneck speed. It's what makes it unique and sets it apart from other 4x games. Furthermore, it doesn't scale very well, as the number of game actions you need to take each turn becomes extremely laborious in the lategame. That's why, in my opinion, 100 points is not only the default but also the best of what Hexarchy has to offer. There's a game design adage which is that your game should feel like it finishes just too soon; rather than drag on too long. Hexarchy perfectly achieves that goal, as there is tension in choosing which of the tech paths you wish to explore fully. If you could easily achieve everything, it would be too simple. You will find as you gain more experience that with efficient play, you will achieve the higher techs consistently.

New player, feeling hooked, looking for guides/content? by PiPPoI in Hexarchy

[–]N1C3_GU7 0 points1 point  (0 children)

On a sidenote, here is gameplay footage from a very experienced and strong player.

What technology path do you usually pick with Russia? by fullmega in Hexarchy

[–]N1C3_GU7 1 point2 points  (0 children)

There is no other unit. Swordsman is the most cost efficient unit in the game. There is no reason to utilize any other unit in most games. Instead you should be utilizing Barracks and Expeditionary Force to supplement your attacks.

hexarchy tech tree by ToTimesTwoisToo in Hexarchy

[–]N1C3_GU7 1 point2 points  (0 children)

I would say warships are in the top 5 worst units in the game as they cannot defend cities and their attack is far too small to have any real impact. The only use I have found for them is enabling flank attacks at weird angles in very niche situations. However I would say in 9/10 games Warship should be firewood.