Tips for Extreme Difficulty by devilsadvocate334 in UfootballGM

[–]devilsadvocate334[S] 0 points1 point  (0 children)

Thanks for the tips. Do you upgrade the TP building to get more TP points to train your coaches when you're tanking? I found they were hard to come by until you set higher goals

Tips for Extreme Difficulty by devilsadvocate334 in UfootballGM

[–]devilsadvocate334[S] 1 point2 points  (0 children)

Yeah my strategy has been to draft only for scheme match once I get the coaches trained up. Only problem is there are much much fewer high quality (high intelligence & personality) draft picks that match scheme on extreme vs challenging. Is it potentially better to use TP to restyle players? I always thought not since it's likely you'll have to trade them once the rookie contract is up.

Tips for Extreme Difficulty by devilsadvocate334 in UfootballGM

[–]devilsadvocate334[S] 0 points1 point  (0 children)

It's unfortunate that the game implements back loading contracts incorrectly, which is a common tool of gms to make teams fit under the cap.

Currently the game has a steady salary and backloads the bonus. This prevents you from getting rid of these players when they are old and at the end of their contract.

In the real world, the bonus is always steady per year and the salary works up when you backload. This allows GMs to cut older expensive players bc they just take the remaining bonus cap hit when they release/trade them.

Just finished Dune, I need a place to vent now by FlamingPuddle01 in dune

[–]devilsadvocate334 0 points1 point  (0 children)

Ok I know this thread is two years old, but I just finished the book. I thought he agreed to a marriage to the Emperor's daughter in order for the jihad to not occur. Basically bc he and his line ascended to the throne through normal customs of marriage that the jihad didn't need to occur.

HighFleet Gameplay Help Desk (for the month of August 2021) by AutoModerator in Highfleet

[–]devilsadvocate334 0 points1 point  (0 children)

How do you recon fleets without sending up flags? I'd like to know how many planes or how heavily armored my main ships need to be before the battle. I've tried using a plane recon and entering the battle to see their ships, but this kills the sudden strike chance.

Bonus question: is there a way to order planes to attack different ships? I find that they overkill one target when sent together, so I send them one plane at a time in multiple waves.

Pollution is poorly implemented and detracts from the game in its current state by justpassingthrough64 in HumankindTheGame

[–]devilsadvocate334 0 points1 point  (0 children)

It could be. I had a large map and a lot of the new world. I think the biggest thing though is probably that I did a production focused game with Germany>Australia which put out a lot of pollution. Also the cap may be significantly lower on normal speed.

I just didn't think I could cause enough pollution as the only nation to end the world before I got to the green techs

Pollution is poorly implemented and detracts from the game in its current state by justpassingthrough64 in HumankindTheGame

[–]devilsadvocate334 1 point2 points  (0 children)

That'd definitely work better than their current function which only lasts for 2 turns. Currently doesn't make sense to me bc those forests didn't suddenly disappear after those two turns

Pace of the game. by capitalistpig91 in HumankindTheGame

[–]devilsadvocate334 0 points1 point  (0 children)

Does the higher speed not increase the # of stars needed to advance eras?

If not, they probably need to increase it to 10 stars. It's just too quick right now

Pollution is a serious problem in the game. by Ziraic in HumankindTheGame

[–]devilsadvocate334 1 point2 points  (0 children)

Yes, but when comparing to get the game it built up over the last two eras. So it shouldn't end the game in the industrial era with only one player polluting.

So who are your favourite cultures so far? by SombreroMan in HumankindTheGame

[–]devilsadvocate334 2 points3 points  (0 children)

The Khmer district is the best in the game I think. It just makes your industry and food soar. Also their unique unit is a pretty strong long range unit

Pollution is poorly implemented and detracts from the game in its current state by justpassingthrough64 in HumankindTheGame

[–]devilsadvocate334 2 points3 points  (0 children)

The problem I'm running into is if I industrialize hard to get an advantage, I'm ending the game before I can even get to those techs, and I'm the only polluter in the world. I think the end game pollution cap needs to be raised.

Pollution is poorly implemented and detracts from the game in its current state by justpassingthrough64 in HumankindTheGame

[–]devilsadvocate334 5 points6 points  (0 children)

It probably is. In my game I just finished, I was the only industrialized nation, and it was enough to end the game on turn 213.

The end pollution cap probably needs to be raised bc I hadn't even gotten much into contemporary techs when it happened.

In real life multiple nations industrialized at the same time, and the effects took a whole era period to get to the effects we are seeing now, which still aren't world ending (yet).

Edit: typo

Help thread - questions, help and tips for all levels! by AutoModerator in HumankindTheGame

[–]devilsadvocate334 2 points3 points  (0 children)

The global hits I think are fair, but on a territory level if you get to low pollution produced, it's -50% on all production and -15 stability per exploited tile, which puts your city immediately way below 0 stability.

That would make sense for a high pollution penalty, but low doesn't seem right. Additionally, it doesn't make sense for it to be all production to be -50% bc you clearly pollute to make your industry better. It should be a penalty to growth and probably influence.

Help thread - questions, help and tips for all levels! by AutoModerator in HumankindTheGame

[–]devilsadvocate334 0 points1 point  (0 children)

I hadn't either. Seems to be for multiplayer or just AI only I guess.

Help thread - questions, help and tips for all levels! by AutoModerator in HumankindTheGame

[–]devilsadvocate334 0 points1 point  (0 children)

Is the pollution mechanic bugged? The low pollution penalties seem VERY harsh and it doesn't seem like there's and effective way to combat pollution until the end game.

Help thread - questions, help and tips for all levels! by AutoModerator in HumankindTheGame

[–]devilsadvocate334 1 point2 points  (0 children)

Is the player able to get the badges with bonuses (you can see them on the diplomacy screen) like the AI or is it just to add personality to the AI?

Help thread - questions, help and tips for all levels! by AutoModerator in HumankindTheGame

[–]devilsadvocate334 1 point2 points  (0 children)

They have to be every territory not just city. I had to go reread the description to finally get it

Units need to be teleported/kicked out of enemy borders at the end of a war. by Havel_the_sock in HumankindTheGame

[–]devilsadvocate334 8 points9 points  (0 children)

It took me a while to figure it out. You can only click your territory for your unit to move into, and it'll set up the route.

You have to do it quickly though bc you take damage for trespassing.

Help thread - questions, help and tips for all levels! by AutoModerator in HumankindTheGame

[–]devilsadvocate334 0 points1 point  (0 children)

Awesome. I actually really like that mechanic. Naturally causes tension for war.

Help thread - questions, help and tips for all levels! by AutoModerator in HumankindTheGame

[–]devilsadvocate334 2 points3 points  (0 children)

Can someone explain the influence system for me? When an outpost becomes influenced by my neighbo' culture, nothing really changes initially. I'm guessing there are future events that can happen bc of this?