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Madish Moose
Приєднався 22 лип 2020
4xStrategy, Simulation, and Story-based Games played here! I focus on Let's Play style videos, but there is a dose of guides/advise videos along with highlights from live streams on Twitch.
Come join us live on Twitch every weekday evening starting at 9pm MT and subscribe here to check out stream highlights and exclusive UA-cam content posted every Sunday!
Come join us live on Twitch every weekday evening starting at 9pm MT and subscribe here to check out stream highlights and exclusive UA-cam content posted every Sunday!
Let's Play: Ara History Untold - Learning | Part 10 - Critical Resources, Vengeance, &
In the tenth episode of our Let's Play: Ara History Untold - Learning series, we our first war concludes, and we simultaneously begin making plans for a second war while figuring out how to rebuild from our first. More and more, access to resources is becoming problematic for our empire, so we also make expansions plans around resources access. Enjoy the tenth installment of our Let's Play: Ara History Untold - Learning series!
Link to the first episode of the series: ua-cam.com/video/VJDYLzLPX3E/v-deo.html
Be sure to subscribe to get notified when there are new videos.
Follow and watch live -
www.twitch.tv/madishmoose
Follow on social media -
madishmoose
madishmoose
Outro Music:
- Squeeda - Lost World
- Provided by Lofi Girl
- Watch: ua-cam.com/video/zDK2KJ8k-cs/v-deo.html
- Listen: open.spotify.com/track/1WNLqzDef4LQMmQ4TvnBOJ?si=65b440102efe40d1
Link to the first episode of the series: ua-cam.com/video/VJDYLzLPX3E/v-deo.html
Be sure to subscribe to get notified when there are new videos.
Follow and watch live -
www.twitch.tv/madishmoose
Follow on social media -
madishmoose
madishmoose
Outro Music:
- Squeeda - Lost World
- Provided by Lofi Girl
- Watch: ua-cam.com/video/zDK2KJ8k-cs/v-deo.html
- Listen: open.spotify.com/track/1WNLqzDef4LQMmQ4TvnBOJ?si=65b440102efe40d1
Переглядів: 51
Відео
Top Moments from 2024: Madish Moose Year 4 in Review
Переглядів 2714 годин тому
All the top clips and highlights from the live streams over at twitch.tv/madishmoose. Huge thank you to all the members of the community who have clipped these moments and to everyone who has been around to experience these moments. Stick around to end for some cool stats and numbers for both UA-cam and Twitch. Enjoy the Madish Moose Year 4 in review compilation! Be sure to subscribe to get not...
Let's Play: Ara History Untold - Learning | Part 9 - War, Timing, & Learning Through Failure
Переглядів 88День тому
In the ninth episode of our Let's Play: Ara History Untold - Learning series, we experience our first war and find out that timing is everything. Tragedy strikes our empire, and we are left scrambling to pick up the pieces! Enjoy the ninth installment of our Let's Play: Ara History Untold - Learning series! Link to the first episode of the series: ua-cam.com/video/VJDYLzLPX3E/v-deo.html Be sure...
Let's Play: Ara History Untold - Learning | Part 8 - Huge Prestige Gains & Making a Fast Army!
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In the eighth episode of our Let's Play: Ara History Untold - Learning series, we complete a near perfect golden age, but the AI decides they don't like that and continue to wreak havoc on our plans! This game is getting very interesting! Enjoy the eighth installment of our Let's Play: Ara History Untold - Learning series! Link to the first episode of the series: ua-cam.com/video/VJDYLzLPX3E/v-...
Let's Play: Ara History Untold - Learning | Part 7 - Golden Age Optimization & More Land Grabbing!
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In the seventh episode of our Let's Play: Ara History Untold - Learning series, we calculate out a near perfect first golden age, plus the land grab continues as we see more of what this map has in store for us! Enjoy the seventh installment of our Let's Play: Ara History Untold - Learning series! Link to the first episode of the series: ua-cam.com/video/VJDYLzLPX3E/v-deo.html Be sure to subscr...
Let's Play: Ara History Untold - Learning | Part 6 - Governments & Golden Age Preparation
Переглядів 106Місяць тому
In the sixth episode of our Let's Play: Ara History Untold - Learning series, we select our first government and meet our second neighboring nation. Of course, that immediately results in more AI settling chaos! I also begin to prepare for our first golden age. Enjoy the sixth installment of our Let's Play: Ara History Untold - Learning series! Link to the first episode of the series: ua-cam.co...
Let's Play: Ara History Untold - Learning | Part 5 - Update 1.1 thoughts & tips plus more expansion
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In the fifth episode of our Let's Play: Ara History Untold - Learning series, we go over the main changes from update 1.1, and I provide my thoughts and some tips for making the most of the awesome new features and changes in the game. Additionally, we continue growing our empire and even move into the Bronze Age. Enjoy the fifth installment of our Let's Play: Ara History Untold - Learning seri...
Let's Play: Ara History Untold - Learning | Part 4 - Meeting Neighbors & Engaging in Trade
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In the fourth episode of our Let's Play: Ara History Untold - Learning series, we see our first neighbor and then meet another one first. Distress ensues as the AI may or may not have a very aggressive city settle plan. How will we handle a sudden need for a quick landgrab? Enjoy the fourth installment of our Let's Play: Ara History Untold - Learning series! Link to the first episode of the ser...
Let's Play: Ara History Untold - Learning | Part 3 - City location planning & my top request for Ara
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In the third episode of our Let's Play: Ara History Untold - Learning series, we complete our first settler and really get to look at the territories around us to plan our next few possible city locations. Meanwhile, our capital continues to expand as we make build choices along the way. Enjoy the third installment of our Let's Play: Ara History Untold - Learning series! Link to the first episo...
Let's Play: Ara History Untold - Learning | Part 2 - First expansion & early game builds
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In the second episode of our Let's Play: Ara History Untold - Learning series, we get into early game Ara, make choices regarding expansion and early game build order, and discover some interesting information about our starting area. Enjoy the second installment of our Let's Play: Ara History Untold - Learning series! Link to the first episode of the series: ua-cam.com/video/VJDYLzLPX3E/v-deo....
Let's Play: Ara History Untold - Learning | Part 1 - Setting up the game & Opening turn learnings
Переглядів 3792 місяці тому
In the first episode of our brand new Let's Play: Ara History Untold - Learning series, I walk through starting a game and my initial impressions of Ara. We also get through some opening turns, and I share my thoughts on some starting strategies for the game. Enjoy the first installment of our Let's Play: Ara History Untold - Learning series! Link to the Episode 1 of our Let's Play: HUMANKIND s...
Let's Play: HUMANKIND - Commonly Uncommon | Part 28 - Game End & Final Review of the Commons Quarter
Переглядів 2112 місяці тому
In the twenty-eighth and last episode of our Let's Play: HUMANKIND - Commonly Uncommon series, we come to the conclusion of our Commons Quarter Strategy game! A record fast ending for me (I believe), but how much did the Commons Quarter actually have to do with our crushing victory? Enjoy the twenty-eighth and final installment of our Let's Play: Humankind - Commonly Uncommon series! Link to th...
Let's Play: HUMANKIND - Commonly Uncommon | Part 27 - Making the most Wonderful Empire/End Game Prep
Переглядів 1232 місяці тому
In the twenty-seventh episode of our Let's Play: HUMANKIND - Commonly Uncommon series, we roll towards the end of the game and the end of the series! Wonder building once again takes center stage (because why not!), and we prepare for both our end game condition as well as cheesing the most out of our Commons Quarter strategy before the end. Enjoy the twenty-seventh installment of our Let's Pla...
Let's Play: HUMANKIND - Commonly Uncommon | Part 26 - Contemporary Era Culture & Speed Building
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In the twenty-sixth episode of our Let's Play: HUMANKIND - Commonly Uncommon series, we move into the final era of the game, the Contemporary Era! Our culture choice makes us many monies, and our mix of production reduction make our emblematic districts go in so fast you won't believe it! Enjoy the twenty-sixth installment of our Let's Play: Humankind - Commonly Uncommon series! Link to the Epi...
Let's Play: HUMANKIND - Commonly Uncommon | Part 25 - Ending the Industrial Era & Wonder Building
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Let's Play: HUMANKIND - Commonly Uncommon | Part 25 - Ending the Industrial Era & Wonder Building
Let's Play: HUMANKIND - Commonly Uncommon | Part 24 - Entering Endgame & Territory Attachment
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Let's Play: HUMANKIND - Commonly Uncommon | Part 24 - Entering Endgame & Territory Attachment
Let's Play: HUMANKIND - Commonly Uncommon | Part 23 - Civics Maneuvering & Emblematic Districting
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Let's Play: HUMANKIND - Commonly Uncommon | Part 23 - Civics Maneuvering & Emblematic Districting
Let's Play: HUMANKIND - Commonly Uncommon | Part 22 - Industrial Era Culture Choice & Wonder Review
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Let's Play: HUMANKIND - Commonly Uncommon | Part 22 - Industrial Era Culture Choice & Wonder Review
Let's Play: HUMANKIND - Commonly Uncommon | Part 21 - Expansion Race & Prepping for Era End
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Let's Play: HUMANKIND - Commonly Uncommon | Part 21 - Expansion Race & Prepping for Era End
Let's Play: HUMANKIND - Commonly Uncommon | Part 20 - Continued Exploration & Final City Planning
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Let's Play: HUMANKIND - Commonly Uncommon | Part 20 - Continued Exploration & Final City Planning
Let's Play: HUMANKIND - Commonly Uncommon | Part 19 - Mid-Game Infrastructures & Mistakes in Battle!
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Let's Play: HUMANKIND - Commonly Uncommon | Part 19 - Mid-Game Infrastructures & Mistakes in Battle!
Let's Play: HUMANKIND - Commonly Uncommon | Part 18 - Early Modern Wonders & AI Betrayal!
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Let's Play: HUMANKIND - Commonly Uncommon | Part 18 - Early Modern Wonders & AI Betrayal!
Let's Play: HUMANKIND - Commonly Uncommon | Part 17 - Key Civics & Moving up the Early Modern Era
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Let's Play: HUMANKIND - Commonly Uncommon | Part 17 - Key Civics & Moving up the Early Modern Era
Let's Play: HUMANKIND - Commonly Uncommon | Part 16 - Battle Mechanics & Planning the End of an Era
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Let's Play: HUMANKIND - Commonly Uncommon | Part 16 - Battle Mechanics & Planning the End of an Era
Let's Play: HUMANKIND - Commonly Uncommon | Part 15 - District Placement & City Planning
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Let's Play: HUMANKIND - Commonly Uncommon | Part 15 - District Placement & City Planning
Let's Play: HUMANKIND - Commonly Uncommon | Part 14 - Medieval Era expansion & AI shenanigans
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Let's Play: HUMANKIND - Commonly Uncommon | Part 14 - Medieval Era expansion & AI shenanigans
Let's Play: HUMANKIND - Commonly Uncommon | Part 13 - Actually Building Commons Quarters
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Let's Play: HUMANKIND - Commonly Uncommon | Part 13 - Actually Building Commons Quarters
Let's Play: HUMANKIND - Commonly Uncommon | Part 12 - Medieval Era Culture and Wonder Choice
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Let's Play: HUMANKIND - Commonly Uncommon | Part 12 - Medieval Era Culture and Wonder Choice
Let's Play: HUMANKIND - Commonly Uncommon | Part 11 - Timing & the End of Classical Era
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Let's Play: HUMANKIND - Commonly Uncommon | Part 11 - Timing & the End of Classical Era
Let's Play: HUMANKIND - Commonly Uncommon | Part 10 - Pillage the land, Claim the land! Get FIMS!
Переглядів 2726 місяців тому
Let's Play: HUMANKIND - Commonly Uncommon | Part 10 - Pillage the land, Claim the land! Get FIMS!
And my build order is. 2x workers. Potery. Lumber mill. 1 farm on river, 2x embelics. I reasearch stone working. I then go back for the other 1st three techs. Ive always got my back to mountain, on river with coast. Then il build my artisans with influence. On higher skill you generally wont get Mids or Gardens. So use influence to have second city. (same cost). Id build masons, religion somewhere in there too. Then id build 4 guys maybe 8 guys and kill the nearest with a garison on their closest border as a spawn. Stuff the pop for now, you will get celt 1st. Or miya. But that says you prob dont wont kmer. S teir.
Double workers to start is interesting. This is what I love about HUMANKIND, so many different strategies, all that can be successful when done right!
@@MadishMoose Some times i start pottery, or go 1 workers, potery, 1 workers. If the 1st good location for plaza is painted in production then you might as well start plaza.
1 tip with caralans. Start ancient era with 2 adjacent outposts as you prob already do. But never put your city/outpost near goodies on coast, you have an embelic district for that. Caralans are long game, so play them long. Forward plan in the extreme. The embelic district, not only acts like a second city centre and build hub (you cant then put your c/o with its back to mountain/river bends), but it exploits surroundings, Science too. Use the spread to only place the most optimal districts in most optimal of location with far less focus of building 1 blob of districts. The adjacentcy will come later as you fill out the gaps.
Caralans are very good for sure. Definitely important to remember that coastal requirement for their emblematic when planning.
Have you played the new update?
I have not played the latest HK update. I am glad they came out with new updates and continue balancing, but the changes were not enough to bring me back yet. Ambush changes were the best part about the update, imo. Very good change for ambushes.
I just loove this mod so much, been using it for years. Are there plans of merging the basement and house together on the newest version, so we could just run down without a loadingscreen?
Unfortunately, no further changes are planned for the mod at this time. Thank you for the kind words, I will pass them on to the mod creator!
That fog mechanic was always soooo weird. Not sure why it does that. 100% agreed.
Religious spread also feels like it follows your roads and trade routes. Not 100% sure though. Just how it's felt.
This would make sense and goes along with how other 4x style games have done religious spread.
Excelent video as expected
Thank you for the kind words! Enjoy the series!
Going forward, as you have stated, I think razing New Agra is the way to go. Once you build the palace, I think it will be time to go to war with Italy. If you don't get the bonus expert for a capture city, I guess burning Gurgaon then replacing it with one of your settlers would be good. I would probably burn Xico and then capture Milano. It would put you one over for city cap but minus 10 happiness is no big deal. I find happiness is the easiest to get at least in the beginning. Capitals are probably worth keeping. I bet the AI tends to build palace, triumphs and other special buildings in their capital, plus you get the great hearth.
There is most assuredly war in our future based on how crowded things are getting!
I mean we cant stay at 1 civ, and must progress to another civ
Indeed we must!
I agree with what others have said. There isn’t enough HK content out, and the ones there are usually go warp speed through it. I always play slow so to see someone get to the classical era in 20 minutes is just too damn fast for me. Glad I stumbled on this channel as I’m getting back into the game on console. I have it on both but I’ve found that for some reason the PC version of the game gives no resources, even when set to abundant so I’ve been doing console as it does, but the controls are a bitch lol
Thank you for the kind words! I am glad you are enjoying my style of playing, but more so the game itself. HUMANKIND always holds a special place in my heart. Interesting about the resources on console. I imagine the controls for any 4x game would be tough to get used to on controller after being used to mouse and keyboard!
Hey friendo. Cant u post a video of a fully decorated house? With all the claws showing and stuff
That is not something I will be able to do, but I am starting a new Skyrim run at the end of December on the Twitch channel at twitch.tv/madishmoose, so perhaps we will get some additional decorating done during that run! :)
Did you know you can right click on hunts and caches when making your move, so that the unit will perform the associated action when it arrives at the destination? Just a tiny time-saving option. You do good series. I also noted that you'd put a farm in your queue, to eat up the lumber you were expecting to have. Dalrunin pointed out your queue had some resources invested in it, but i wanted to point to the source of the lumber shortfall from your initial calculations. I was wondering if you'd notice that while you were playing. I bought this game after seeing your first 3 videos in this series. Been pretty fun so far. I opt to not set policies, partially because i hadn't noticed that was an option until you mentioned it in a video, and i had quite a few improvements placed that i wanted to retain control of prioritizing which would get the next plow. My biggest city is a 15, i think, at which point the food situation gets very onerous to additional growth. Just brought chemists online, so we'll see if fertilizer can bump my food enough to grow again without churning out some baked goods and other food amenities. In light of this, i couldn't see giving control of where my fertilizers get placed, because I'll be prioritizing the food producing farms over the resource ones. Good luck with the rest of your playthrough. I've been spending a lot of time on Indiana Jones and the Great Circle, since getting it free with my laptop purchase. Pretty fun so far. My Ara playtime has decreased as a result. Hope to get through a whole playthrough of Ara at some point though, and maybe find a multiplayer that i can join, though the game is so long i can't imagine how that would work unless you've got a dedicated group that meets regularly at a set time each week.
Yah, I like the nuanced control of knowing when my hunts start and caches should be collected (without forgetting!), but eventually I am sure I will just click them. Awesome, I am glad you are enjoying it! I do agree that the policies do not allow for that nuanced level of control over where specifically those supplies get placed, and sometimes you might definitely want that. I am very interested to see how the game changes as I move through the Acts. I have had several games going since launch, but I ended up restarting a couple when the patch came out, so I have not progressed as far as I would like as of yet.
Things worked out for your double Triumph build, but you could have started your Stonehenge build sooner. Builds that are in a que use resources. You had a butcher shop waiting to be built in your capital that was hoarding 25 wood. You could have had Coahuila collect gold for now or build a military unit. Started Stonehenge, then proceed on, knowing your two triumphs were going to be built on time. Just like your supplies (lithic tools) and yanking them from buildings, it is always good to double check your build ques, when you are tight on resources for something you need to build. Always interesting to see your videos. Keep up the great job!
I did not think of the lumber being tied up in the queues. Could be helpful for really close timing, much like we almost had. Thank you for the comment and the kind words!
THE ONE PIECE!!!!🔥🔥🗣️🗣️🗣️🗣️🔥🗣️🔥🗣️🔥🗣️🔥🗣️🔥
:)
Sure the commons quarters affected it but in my opinion the biggest reason you have so much influence is the new neolithic trait you got in this playthrough that gives you +1 influence per pop. You get essentially 3 neolithic traits now, you got food, science and influence per pop (agrarian better?), I think you'd be able to snowball just as easily without the amazing spawn point.
Definitely a great point! I am not sure how well the AI takes advantage of that. In fact, I am certain they do not. The AI, especially on Humankind difficulty, move out of the neolithic very quickly, so I doubt they get all three traits.
YES FINALLY
Enjoy the tour! ;)
I just wanted to drop in and say thank you for this mod in the off chance you'll actually see this. It's an incredible mod and adds so much to my rp experience. So I just thought I would stop by and say you're friggin awesome!!
Thank you for the kind words! I will be sure to let Nox know! Enjoy your adventures in Skyrim!
@@MadishMoose most definitely, a lot easier to do that with Elysium to call home!
War. War never changes.
Indeed, it may be inevitable!
It always is where India is concerned. They’re one of two that have always declared war on me. The other being the Assyrians.
Oh, interesting to note. Any game I have played with the Aztecs in they have always declared war on me.
One thing I find annoying is regarding territory claims. Once you make a claim and before you hit the next turn, you can't cancel the claim and make a different choice. Once you make a claim, you are completely slotted in. What if you hit the wrong region by accident? You sneeze just as you hit the mouse button? You are reviewing your choice and you notice something you forgot? Just annoying and makes me question my choice three times over before I make a final selection. For your newest city Coahuila, you have a region that lists zero zones but provides resources. Could you build a Triumph there? Are there techs that allow you to clear space and make zones in these initial non-mountain regions, like swamps? I like games that make use of impassable terrain for other things like Natural Parks or Ski Resorts in Civ6. Most underground mines are in mountains. It would be nice if games made more use of impassable terrain.
I did not even realize this! I agree, it would be very nice to have the ability to change territory selection up the pressing end turn. To my knowledge, no you cannot build anything in a zero zone territory, it is just yields. I also do not think you can do anything with the impassable terrain in this game, and I 100% agree it would be cool to see more done with impassable terrain in all 4x games.
The apothecary change was from a previous update. Worth noting I am a warmonger in 4x games but I wouldn’t keep any city I capture with Mexico because a captured city doesn’t get the extra specialist.
That makes sense regarding the apothecary change. I had considered the extra specialist when conquering, so I think settling close to cities I might want to just raze is a good plan.
Some tidbits for everyone. If you capture an enemy's capital, you keep their Great Hearth. In the trade screen, after selecting an item for trade, you can see how long it will take for you to get that item AND it lists how many items your trade partner has. If they only have a few items, you may want to select something else. When selecting a project, if you select a zone first and it has a resource, the game will give you a suggestion of what to build. Basically a zone with cows selected and the game will recommend you build a farm there, as you need a farm to boost how many cows you will collect each turn. Personally, I like the right side bar for selecting where and what to build in a zone as it keeps all info about all your zones there. For first tech into the Bronze Age, I prefer Sacred Rites to get your religion sooner.
You also keep an enemy Palace and the increased city cap if you capture a city with a Palace! Does it really tell you how many they have? I think it tells you how many you have, but I could be wrong. Yes, you are right it can be useful to use the right side navigation when set to zones to building improvements over resources specifically. I find myself doing that sometimes now. Sacred Rights is not a bad call, as those verses can be extremely powerful, but I still think that Monarchy provides unmatched benefits and does not require a build. Sacred Rights is a great shout for second tech in the age I think.
Will you play another run once the new update is out?
Great question, but not with this update. There is not enough in the announced update to entice me back. All nice things and good balance fixes, but really outside of the ambush changes nothing in this one that I was really worried about. Maybe if they actually revamp something big like religion or come out with new cultures. For now, I am enjoying Ara and looking forward to Civ 7! :)
Another tidbit of info. You can above the city cap but only through conquest. 1 City over cap and you lose 10pts of happiness, I believe in all your cities. Unfortunately you can't raze a city that is part of your empire. You can only raze cities that you conquer and only when you first decide what to do with that conquered city. ARA really needs to add the ability to raze your own cities.
I was aware of this, but I have not talked about it yet. Those 10 points of happiness lost in all cities really does not seem worth having an extra city... Rather than razing your own cities, I would rather they take a HUMANKIND approach and allow the combining of cities. Razing your own cities always feels very strange. But some mechanism for this would be a nice addition.
@@MadishMoose I thought about ARA allowing you to combine cities. There would have to be some balance issues worked out. How much does the population go up in the combined city and thus the city tier? Do you get to keep all of the claimed regions from the two cities? Both of these issues would have to be resolved in such a way that a player couldn't repeatedly abuse the process. Probably other issues would need to be resolved as well. Razing a city would be a quick easy way to deal with an unwanted city.
Yah, I think you are right. You have to have combining cities in mind when designing the game otherwise, too much can go wrong. Razing is the easier option.
I agree with your statement about cities in ARA. I have seen no immediate downsides to reaching your city cap as quickly as possible. At least not like other games. I started a new game as Russia, +1 city cap, super continent large map with just 9 civs in the game, lots of room to expand. I like to play where I develop my cities and just enough military to keep others away. I just got the event that lets you get Republic government early so now I can go to 7 cities. The big problem I'm running into now is maintaining Amenities. To keep all my cities with feasts, all my noncapital cities are building feasts constantly. My capital is building jewelry which isn't fast enough to keep all 4 cities active with jewelry. If I can build a harvester, I tend to build that instead of a crafting improvement. When I had 2 cities, I didn't have a problem keeping all the amenity slots filled in my empire. Basically it wasn't a problem I was expecting. The more cities you have, the more important it becomes to establish your amenities supply chains. Get that feast chain established, work on your grain store chain, finally get your bread line going. That is why grain is so important.
Indeed! Grain is definitely a must have early on and getting a farm on it to get it faster is big. We have a definite lack of grain in this game so far. Something I should consider with my next couple cities settles perhaps.
A bunch of info to pass on. Cougars give 1 feast, so a good early game hunt. You can cascade tooltip to tooltip to tooltip. Once I had a region that had 5 food as its base resource value. I haven't seen any other base resources reach that high. Replacing an amenity at any time besides its start time causes it to be lost. For example, replacing jewelry at any time other than when it has 10 turns to go will cause the jewelry to be used up and not go back into your inventory. On the map, improvements that are being built have a turn counter on them. When using the build city function of settlers, there is a lot of cues the game gives. The game highlights regions that have 4, 5 and 6 zones, with 6 zone regions having the brightest. I think the carrot rating for zones operates with 1 and 2 zones for 1 carrot, 3 and 4 zones for 2 carrots, and 5 and 6 zones for 3 carrots. I agree zone count for a region needs to be available besides when having a settler build a city. Otherwise we have to build a settler to keep around for that info.
This is great info, thanks for sharing! I had begun to wonder if each animal you can hunt had a set "reward" for completing the hunt, it does seem that is true. I have yet to see a 5 food, but I know people have come across it. Replaced amenities being lost is something I considered, but then dismissed thinking they would surely go back into the inventory with fewer turns left. That is too bad that they don't. I could see some more nuanced control of amenities being needed in the future. I have noticed the highlighted regions when using a settler, but I still want more information. I think the number of zones lack if information is still the biggest thing that bugs me in the game. That and maybe the AI's ridiculous propensity to settle cities extremely far from their empire in early game... ;)
FYI, UI changes are available on old saves but balance changes are not.
Yah, I go through all the changes that went through on old saves and the ones that do not in next weeks episode.
I love the visual of Cesare getting bored while you explain the diplomacy screen
Haha! Did he? I did not notice, that is hilarious!
Since patch 1.1 came out and it isn't compatible with previous saves, are you going to start over? Personally I would be ok with that, since you are only 3 episodes in. I assume you already made that decision. The changes to the crafting tab are very helpful. You could even use the same mapseed if you wanted and rapidly progress to where you are now or even off screen to catch back up.
Interestingly, most of the patch does apply to old saves. The only updates not applied are unit upgrades and the balance changes. I was going to run it back if none of the changes applied to the save, but we will be sticking with this save because most of the big changes did actually go through to old saves.
Really enjoying this series! Its been great to know this game better, and I appreciate the effort you put into making it so informative. Looking forward to the next one!
Thank you for the kind words! I am excited to see where this game goes as the series progresses, and we continue to explore deeper into Ara!
I can work till act 2 in all difficulties then i will get confuse badly
I think the upcoming patch with week will help a great deal with this. The economy management piece they are adding should assist with the micro-management a lot. Very excited to see what that looks like, hopefully later this week!
I think (but can't fully confirm) that Benito's trait for Tribes only applies on tribes that you first meet. I don't know the actual algorithms, but based on my gameplay experience it seems as though there is some sort of internal system of checks that set a tribe's initial hostility/friendliness when it is met by its first Empire, and then that baseline is what everyone starts with when they meet that tribe. It's all anecdotal, but my experience has been that all "Mexican" tribes (i.e. tribes I met first and carry a Mexican name) have started as Friendly, while any tribes that are Unfriendly or Hostile have exclusively not been Mexican (that were met first by someone else and carry their Empire's naming). In this game the Unfriendly tribe you met was Nagpur, an Indian city (which, possible spoiler, means India may be close), so I think that baseline was established by them and you then just inherit it. That said, whether that's correct about Benito or not, I don't think it SHOULD be. The trait, in my opinion, should be that all tribes begin Friendly, and it should apply to all Tribes whether you first meet them or not. Possibly an oversight in the code or maybe by design, but either way I think it makes the trait much weaker than it SHOULD be.
It is a bit strange how the starting value works for the tribes for sure. I definitely think that Benito's trait should be a bit stronger, although, the starting with experts trait is crazy good! ;)
Boo! This episode was over way too fast. Digging this series
Thank you for the kind words! I agree, when I am recording they seem to go fast too! I keep trying to get more turns in, but there is so much to think about! Still working on it! ;)
Since you didn't build a second scout in your second city, I think you should build an Apothecary in your capital. Since you want to build lots of farms with the granary, the apothecary should go into region Xalapa. This will get your city health to 60 which will give you a boost to city growth. Herbal medicine is a decent amentity or stockpile a bunch for trade goods which is an awesome amenity.
I agree. I think the Apothecary is a underrating build. That city health is critical for growth. Also, good to know about the trade goods, I just started in on making some in another game.
You need a lot of timber for Act 1 to build all of your improvements. I hear that you need even more metal bars for Act 2.
This would make sense, lots of wood in the first act, lots of metal in the second. Follows the standard path for most 4x games (generally speaking). I definitely have very low timber production currently.
I'm pretty sure your capital is in a southern world area. The snow and forests regions indicate you are near a polar region. When moving units, you can target a cache straight away for a scout instead to waiting for the scout reaching the region first. Same thing with hunting. Just pay more attention to your alerts and how much damage your hunter has taken. I've lost units because I forgot about sending a unit to hunt.
Yah, you certainly can. I just like the nuanced control, specifically, as you mentioned, so that I remember what each unit is doing and when. I know when a cache reward should come up and when a hunt should initiate. That way I do not forget a hunt. Caches, I certainly could just grab. Eventually when I know the game better, I will probably give up these little control pieces, but for now, I prefer knowing and seeing everything that is happening. Definitely a possible "short-cut" for those who want it though!
On turn 20 you had enough money to rush-build your settler and get it built 2 turns earlier. That helps at any time, but is important if you think the region you want to settle may be contested.
100% a great idea to rush settlers for contested land. It is an interesting challenge to decide when to spend your wealth to rush and when to save. One thing that I consider is saving to rush triumphs or other buildings needed to gain Prestige during a golden era. I think the next best thing to spend on rushing is definitely settlers though.
@@MadishMoose Rushing for military is good too. Although you still have to muster so it is always better to have reserves. I believe reserves don't need maintenance.
I believe you are correct, reserves do not cost anything (or at least not the same as armies). Rushing military in a pinch, is probably something I will end up doing often in this game, but I really should get in the habit of just having at least some in reserves.
This seems like a nice game!
I am very much enjoying it!
I've played about 40hrs of ARA so far. I haven't gotten past Act 1 yet, as I keep learning things and trying different leaders. I definitely like the general feel of the game. As far as early builds, I think your statements about farms on the city center applies to workshop. City center region is too important for anything but those improvements that get boosted. With that I think a scout then spearman is a better starting build. You need so many things in the beginning - Workshop, Grain (Farm), Settler, Dwelling, more units for hunting and gathering and exploring. You really need that second region to start building your improvements, unless you start with the dwelling, which does give you a production boost. I think the production boosts on items at crafting buildings, such as feasts at greater hearths, are actually straight production increases. That is mostly a technicality as the goal is to reduce the production turns or to get multiple items per turn. I think they could improve the hunting mechanic. You fight a tiger which needs three hunts to kill. Send 3 spearman as one formation and each one causes one hunt to be knocked down. I look forward to further episodes. Keep up the good work.
I agree, the biggest issue I have with my workshop start is taking up the spot for a city-center building. You can always demolish and replace it when needed... I do think the hunting needs some tweaking. A battalion of troops should not take as long to finish a hunt, nor take as much damage. I am thoroughly enjoying Ara, and I am very much looking forward to seeing how this series progresses and how much we can learn!
I cant stop watching this series!!! I dont tend to completely view series like this, But this one is super enjoyable. Greetings from Mexico!
Thank you so much for the kind words! It is always my hope that my love for a game can rub off in this way! :) Enjoy the rest of the series!
I’ve found that on prince or lower build start doesn’t matter as much, I believe with fewer on the map it’ll matter even less. So far I’ve gotten to grand duke and starting at duke I’ve only found two start orders that work well consistently. That being said I have yet to reduce the civs on the map, only increase to make the war start easier. Peaceful start is scout, settler, spear, and two archers. Research archery first, and rope making second or third depending on land. On the second city choose security and build a dwelling first on duke and a watchtower first on grand duke to get to 60 security. Deploy the troops there. Beyond that there’s too much if this then that to say how I build. Much like other 4x games it’s all about playing the situation you’re in.
Nice, I like these thoughts on higher difficulty level build order. I wonder if there are even more peaceful solutions or if the game forces you into building a defensive force right away?
Depending on who you meet the wedge battalion may not be needed. Some leaders get hostile if you accidentally settle too close to them or simply exist without a standing army. Given that it’s just safer to have one like in civ 6 deity.
That makes sense. AI in these types of games always tend to act based off your military score to some degree. That standing army is always a good idea!
With player culling on I’ve only had about a 50% success rate of getting into act two playing totally peaceful/defensive on grand duke. Adding a single war of retaliation by the Iron Age where you raze a city or two increases those odds to about 90%. I say raze because unless it’s a capital or a tier 13 city it’s not worth the hassle of fixing the AI’s poor city building choices over settling a new city. That is unless you have already built your palace and you capture another. Yea it’s likely not in a city center but it still does give you plus on city cap. A second monument is also worth keeping if it’s in a city center as are other once per nation buildings if you’ve already built it.
Ah, I assume the prestige from the war is also critical in addition to the extra possible city. Really good information to know!
I’m all but certain that updates don’t apply to old saves. When they changed several buildings the changes didn't take effect on games started before the updates.
Good to know. I will have to track this when the big November patch comes out to see if we want to restart to be on the patch or just finish out the game.
The way you explain yourself so clearly is really special.
Thank you for the kind words! I honestly think that it helps me process and understand everything better by working through it this way. Expect more of the same as the series rolls on! :)
The best explanations of Ara I have seen. You took your time to explain most of the icons on each screen and what they do. Most other Ara players like Potato and Quill just jumped into the game. Thanks for the very good play through for a beginner. Very well done!
Many thanks for the kind words! I have a very "overexplained" style naturally, so expect more of the same for the rest of the series. Also, always feel free to ask questions in the comments. Even if I cannot answer (no one is an expert on this game yet!), I am sure someone from the community will have a thought!
I'm excited for this new series. This game looks promising. Watching from Brazil 🇧🇷
Awesome! I am excited as well! The more I play this game, the more I really enjoy this entry into the 4x genre. Having a lot of fun and looking forward to where this series takes us!
I stand by Scout/Scout to open, just because I think that early exploration is SO critical. I don't mind Scout/Spearman for the reasons you mentioned, and depending on how efficient the patch makes unit upgrades and re-mustering having a spare Anti-Cav after hunts isn't bad. But getting the additional exploration has proved very beneficial in the early game in games I've played. Also, something worth noting about notifications, specifically the Idle Unit notification. Be very careful not to right-click away the Idle Unit notification, because doing so removes cycling through Idle Units from your turn queue, and it won't be available in your "Next Turn" spot. It makes it easy to miss idle units if you do this by accident, because you no longer have anything that alerts you and takes you to them. Moose's method of using the notification itself is solid and advised, but even if you want to handle it through the "Next Turn" button you MUST keep the notification on to do so.
I am hoping little things like that notification removing the idle unit from the next turn button "queue" gets fixed. It feels like it was perhaps an oversight. I am just getting used to using the notifications to navigate to almost everything, because that ensures I do not miss something. I can see the Scout opener to have two out there, but I continue to think that 3 scouts are not needed unless you are on a large map (or a pangea) with a ton of room to explore. I prefer the spearman route as I can use that unit for more later. But again, I really enjoy that Ara makes it so you can play your way and make it work! :)
@@MadishMoose Absolutely! I don't think your opening is wrong by any means; it's nice that there are a lot of different ways to play it, and all of them feel very viable!
I am working up some new thoughts on opening moves in Ara that I will test in November on stream... ;)
Ive heard that the game becomes a real resource hog for your pc in the late game, is that correct?
Great question! I have yet to reach late game in any of my playthroughs (you know me, taking it slow and learning each piece as I go), but others I have talked with about the game who have played complete games already did not mention any substantial performance issues. If anything, maybe you have to turn down some settings when you get to that point in late game. I am running on all ultra settings with the framerate capped at 30. Zero issues for me so far when in game. They could definitely use some performance optimization though. The opening cinematic skyrockets my CPU usage, but after that is has been smooth sailing for me so far.
I can’t find the staff storage.
Hmm, I cannot remember if there is a specific place for that in the newest version of the mod. There is a place for specific staves in the basement, and there is a rack down there (I think to the left of the mannikin room) where staves can be displayed.
@@MadishMoose- thank you so much!! I’ll check it out. Also, is there a way to turn down the wind sound throughout the house? I still hear it when I’m not playing anymore 😆
Hmm, I do not think so, but I do not recall a wind sound inside... It has been a while since I played Skyrim and was inside the house, so I could be misremembering. That might be an issue not related to the house itself? I will be streaming Skyrim again at the end of the year, so I can check it then! ;)
This comment is about science/tech: In general with 4X, tech gets you a lot of advantages if you can get ahead - better military, faster growth, more resources, better resources In Civ6, more is better. get that campus down quickly, build buildings. build more cities. repeat. In Humankind to me, it feels reverse. slow down your tech growth. get to the end too fast and you are just burning your science gains or have to jump to the next era and thus lose out on fame gain. but maybe you can skip Ancient and Classical era to get that tech jump, as your fame gain from stars grows as you get into later eras. Science cultures also feel weird if you go from Science to Non-Science. If you get all the science fame stars with a science culture and then switch to Non-Science, you can't earn many if any science fame stars. This has always been my troublesome point of Humankind. I haven't played Ara yet, just going by your video. In Ara, since you can't go back, you do have to be very sure you have all the unlocks you need right then. Ara eliminates the need to develop useless techs, it looks like. Playing on Pangea and land locked, skip those ocean techs until you get there.
Solid takes here! Civ 6 is definitely, get culture, get science, win game (obviously not that simple). HUMANKIND is very much more balanced in that regard, but that creates its own problems with certain playstyles as you pointed out. I really like Ara's take on tech and science so far. I am not sure it is balanced quite right (they already tweaked it just last week), but it is a fun and different way to do it rather than a straight tech tree like Civ 6 and HUMANKIND.
first time watcher, glad to see someone doing a learner's guide type playthrough since I could really not follow what PotatoMcWhiskey was doing in his LP
Happy to help! I love learning these games and figuring out how I (and others) like to play them best. Potato is a legend! Hopefully my overexplained style will help break things down and keep it more followable.
It's been a while since I visited your channel. Just started playing this game, and then see this video pop-up in my suggested feed. Must be kismet. Great video!
Glad to have you back! I am loving Ara, a really nice fresh take on the genre with some nuanced strategy that you can really customize to how you want to play. Plus the game is just stunningly beautiful! Really looking forward to this series!
Assyrians the GOAT, also looking forward to your take on Ara.
Clearly, I had no idea just how potent they could be! Very much looking forward to sharing and learning Ara here for the next Let's Play. I am really enjoying the game!