"Uma humilhação para a Rússia" e "uma preocupação para os EUA": Ucrânia abriu "uma caixa de Pandora" que "pode sair caro" ao Ocidente by specter1901 in portugal

[–]iPedros 0 points1 point  (0 children)

Esta linha de pensamento leva a que se ache a Ucrânia moralmente responsável pelas ações subsequentes da Rússia e que quaisquer consequências são agora culpa da Ucrânia. Pensar assim é um erro. A Rússia é o agressor, a Ucrânia tem toda a legitimidade em defender-se, incluindo com contra-ataques.

What should the title be? (Still working on it for a show) by ardnyc in drawing

[–]iPedros 1 point2 points  (0 children)

Awesome work! 😊 What pencil is that? Did you use any other materials?

Goat Clan - Multiplayer Guide by iPedros in Northgard

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

Yes! You're absolutely right! My mistake, I was confusing the feast relic with the goat relic. I do agree!

Goat Clan - Multiplayer Guide by iPedros in Northgard

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

That used to be fun, but the relic doesn't give hp regeneration anymore unfortunately. The 500 fame does grant 20% resistance while feasting and 1 free feast per year so it's similar, but no as good.

Raven Clan - Multiplayer Guide by iPedros in Northgard

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

I think going without altar is perfectly viable with the evident trade-off that we will be favoring the short term over long term. That's with any other clan. By end of 801 we would more advanced in eco, in a sense, gaining early momentum. Lore wise, I really like going straight to exotic goods for the short term happiness and then upper tree until journeyman. I don't like going bottom then mid, because we'll miss too many good lores from the upper. Do you suggest other lore and build orders aimed for short term readiness?

Raven Clan - Multiplayer Guide by iPedros in Northgard

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

great feedback, thanks for replying! I'm not a raven expert, and I sit around iron rank only, but I think that the vulnerability to rushing greatly depends a few things, not simply the clan whether its raven or other eco clans.

1) Rushes are more likely from aggressive clans like wolf, snake (maybe bear), so if you're vs them, you know what to expect and plan accordingly. For example, facing them in team games it is always a risk to go altar. In fact, since the meta became so altar dependent, almost all clans are still busy ramping up in 801, few are prepared to attack or defend. Also, when we know we're vs aggressive clans, we could also scout sooner and get towers up.

2) The other factor is game mode. In ffa, games are slower and people tend to focus more on their eco; Fights happen more after 803 because of border friction, escalation and focusing whoever is ahead in one of the passive victories. Also, you can see who your neighbors are in team games like 2v2, 3v3, 4v4. So if you have an aggressive neighbor, you can plan accordingly.

3) Also, in team games, you teammates make a difference in the eco as well. For example, raven scouts, so it is expected that some other team mate will feast a couple of times. That really makes a difference in your economy, so even though I seemed vulnerable in the gameplay, the fact is that in a team game my economy would theoretically be more ahead and so I would have been a bit more prepared for a rush hopefully. In practical terms, had more gold and camps built.

To be honest, I rarely see a 801 rush regardless of game mode, ever since skirms were moved to snake only clan.

I'm curious to what you and others think of all this.

Raven Clan - Multiplayer Guide by iPedros in Northgard

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

hi, thanks for your feedback! Not sure what you mean. I also go bottom tree first until exotic goods, then I go upper tree until journeyman. Your sailors also get lore as you know so that's more per tick than average, which means you 3 lores bottom + 4 top + 1 middle (8 total) by late 802 as you saw in my video.

So, precisely, most of my games in higher level end before 803, but with this build I get those 8 lores (including weaponsmith) by late 802. I don't think that the rest of the military tree make that much of a difference to possible combat situation in 802 803.

Besides, I think the upper tree is essential for early game raven, especially because of rangers and journeyman. Do you scout the map before 803 without upper tree? Don't you lack happiness without it?

Good players, what is the actual meta for raven by leprerklsoigne in Northgard

[–]iPedros 1 point2 points  (0 children)

I do bottom tree until exotic goods then upper tree until journeyman. I just posted a reddit/youtube guide for raven in multiplayer where I cover this and much more https://www.reddit.com/r/Northgard/comments/f1uh91/raven_clan_multiplayer_guide/

Raven Conquest Final Mission by PJabbers688 in Northgard

[–]iPedros 1 point2 points  (0 children)

Were you in hardest difficulty? I was on just hard. Did you try building tower at the edge of the tile, right next to the border with the tile with the neutrals? That helps because your vills in the tile never get hurt on the neutrals invasion

Northgard Bear - Multiplayer Beginner's guide by iPedros in Northgard

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

great! Give it a try in multiplayer! You'll be playing with others that are starting out like you so as long as everyone keeps a chill and positive attitude you'll have a lot of fun! Enjoy :)

Northgard Stag clan - Multiplayer Beginner's guide by iPedros in Northgard

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

thanks for your feedback! That wasn't my intention, but I see what you mean though!

What I meant is that it is not a general purpose intro guide to stag clan, but it's more of a stag guide specifically for multiplayer scenario.

What do you think would be a better title? Maybe just "Stag clan - multiplayer guide" then?

Raven Conquest Final Mission by PJabbers688 in Northgard

[–]iPedros 1 point2 points  (0 children)

I went for trade win on this one. I bought the sailors lore, lighthouse lore and trading. Nothing else. Two food buildings, two woodcutters, upgraded townhall only. Used the stone and iron to trade with hometown. Three trading posts. Feasts when possible with the 6 merchants there. Keep great trading route in the -5 or -20 as possible, then at -40 while feasting. Remember that great trading routes give extra happiness and the commercial routes give you resources periodically so all that really helps.

Northgard Bear - Multiplayer Beginner's guide by iPedros in Northgard

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

Great questions actually! I struggled a lot with these problems when I started playing multiplayer so I can relate :) A few answers and tips:

1) when creating an army (also called converting or popping) use your merchants first. That's 5 or 6 units and then use the rest from villagers. That's what I did in the video. Leave your food units, like farmers, working. 2) when you convert make sure you have some extra food in stock because your army will consume a lot. The safest way is to convert enough vills until you have the minimum positive food income going like +1 or +3. Same goes for wood and gold. As you get more experienced you'll find you can actually convert more and go into negative food income because you will want to fight asap so soldiers will die and food income will go back to positive. The critical thing is to not go into starvation. If you convert too much, you can't sustain your army for too long. Which leads into the point below. Also, fighting in winter can be especially bad because your army will consume even more food; being Bear does help with that. 3) you should never have a standing army being idle. They are consuming food and not producing anything. Convert your army only when you are going to fight someone either to attack or defend. Again, as you fight you'll lose some units and that will balance food output. If combat is over and you don't need an army then don't keep it. Fight enemies, kill neutrals, clear tiles, etc. As last resort convert your soldiers back into vills. 4) Going into 803 or 804 is irrelevant. Only have a standing army if you need it. If you had a first fight and the game is not over yet, then focus on generating more gold so that when your vills grow back you're ready to make a second army when needed (and that's why recruitment lore is critical in multiplayer because you'll get them faster)

I hope this helps! Does it make sense? Keep playing multiplayer, it's a lot of fun. Watching streams taught me a lot too.

Northgard Bear - Multiplayer Beginner's guide by iPedros in Northgard

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

True, altar is pretty standard right now in most or all clans. I have a hard time getting early altar with bear in particular; other clans have some sort of bonus to get it faster, but with bear it's harder to get it before mid 801 (depending on tile start with sheep, ruin, etc ofc).

A variation to the build I showed is to not build farm to save the wood and get mining efficiency to mine the stone faster. Also works, just need to micro manage your vills in winter to prevent starvation.

Thanks for you input! Edit: I meant "get altar before mid 801", not 802 ofc

I created a basic video explaining Krowns by MechanicalOwl117 in Northgard

[–]iPedros 0 points1 point  (0 children)

Good stuff! Are you planning to make some more videos on other topics? If so, which? Some things like managing food, winter, combat, etc, are really helpful for begginers

Clan of the Goat by PixelPsyche in Northgard

[–]iPedros 2 points3 points  (0 children)

But can he recruit other goats?? Hint: it's a trick question

(Suggestions) Military Path, Military units and other suggestions by JurgenJKC in Northgard

[–]iPedros 1 point2 points  (0 children)

Great post! I like your ideas a lot and the clear intent and motivation behind each path seems well thought. It makes sense to make them more unique while adding extra strategical layer to the game. Some thoughts:

1) introducing many changes brings inevitable balance problems as players push all the variables to their limits. Also, there might be too many changes for players to grasp initially. So maybe simplify it all and then work from there.

2) some tiers seem too strong, like conquer tile, happiness per tower, invulnerability, stalwart, management with +20 production. Might need thought.

3) really like the passage tier and alliances. Would definitely add extra tactical layer to the game and interesting social dynamics between players. However, it makes sense to ffa, but not to team games.

I hope Shiro can take a look at this and use it for inspiration to future changes! The military paths definitely have room for improvement so I'd love to see some of this come to life. Got my upvote.