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Given we have sectors now, there's some tricks we can pull to prevent ICS without doing so explicitly - a city cap - or via some gamified system - like Civ 5 happiness. That would be our preferred method. We'll still need to see if our tricks will work out though.

Just, whatever you do, please no Civ 5 happiness. That's the most horrible system in the history of strategy.

Then again, I don't think I need to worry considering Triumph's track record.
 
Hi, hope you'll have fun here!



It's very much on our radar.




Agreed. Its very easy to fix.
Question is if the fix is fun and fits the game.



That's the big take-away here.
Given we have sectors now, there's some tricks we can pull to prevent ICS without doing so explicitly - a city cap - or via some gamified system - like Civ 5 happiness. That would be our preferred method. We'll still need to see if our tricks will work out though.


Thanks for answering guys ! I did not imagine that the devs would be in this thread so fast !!!

If you have it on your radar then it is the best news there can be !

Hopefully you will expand on that mechanic in one of the future Dev Diaries !

On the final note keep up the good work and all the best, AoW 3 is one of my all time favourites in turn based startegies, so I hope planetfall will naturally be even better !
 
You can very easily put the city spam option to bed, because you can mod the minimum distance settlements must have from each other. The default for human players is 5(!) hexes. You can change this to any desirable number, say, 11 (or even more), making the spam impossible, because you cannot squeeze them anymore.

The downside, if you can call it that way, is that the builder-fortress is, under this rule, a settlement as well, which means those fortresses become mostly obsolete. (In single player this is actually no downside at all, mind you, since the AI cannot handle builders anyway.)

The one thing that is missing in AoW 3 is a separation of builder-built Fortresses and settlements with regard to this moddable feature.

Admittedly, being forced to "mod" something has a ring of "playing a different game", and that and other issues have been discussed with the devs already, but I think one have to accept the point, that if you have half a million and more buyers of a game, a lot of those are playing the game more casual than the hardcore gamers playing all the time and multi or PBEM, finding ways to exploit the system the majority of the players wouldn't dream of trying.

So modding seems the only reasonable way to go, especially when you count in the various options you have when setting up a game. Starting conditions, map size, richness, the amount of sites, terrain and so on, all that has an impact on how the game plays and how you can "beat" it.

Just to get this off my chest. I entered the PvP tournament twice. It´s been a while so I can´t remember exactly but I think it went down like this.
First time:
- Got through the group phase only having a lot of single play experience.
- Next match against Dwarf player.
- Turn 10 message: Your opponent has 8+ settlements, 3 Firstborn coming your way.
- Never seen any class units of the opponent.
- Defeat.
Second time:
- No group matches? can´t remember.
- First match against Dwarf player.
- Turn 10 message: Your opponent has 8+ settlements, 3 Firstborn coming your way.
- Never seen any class units of the opponent.
- Defeat.

Kinda killed multiplay for me.

Yeah, Leon Feargus, I understand that, but it's obviously not the GAME that does it to you, but the SETTINGS (and the absence of mods).. You need gold to (rush) produce settlers, and you need the right settings to get that. Same thing with XP farming and gaining at least a level for your Leader. Play necro and turn 10 you ghoul armies.
You are absolutely right JJ. My post was to be taken with a grain of salt. However, I thought it worthwhile to mention because backthen I was certainly not the only one being put off by this. The tournaments mostly followed default settings. So if the devs can do anything to make it so that default settings are great for tournaments as well as single play, then it will be for the better. Apparently, something is being done indeed.

I guess I've been out of the scene for a while, but are you sure settlement spam was the cause? It was fairly common to clear as many places as possible, bank a bunch of gold, and buy up cities like candy for a while. That was more an issue with the ease of acquisition at the time.

Edit: Am I the only one who thinks ICS is kinda easy to counter and suboptimal in AOW 3? lol
The cause was the combination of settlement spam and empire quests. I think some players were going through the whole tournament doing as I described. As an unexperienced multiplayer having no chance against a pro is fine but this was just no fun. It made me feel like you need to be able to do exactly that to be able to compete.

That would be nice if you'd be coming back to live mp! this is where they all meet nowadays. And theres a tournament starting soon. @Leon Feargus iirc empire quests are off so no one will come steamrolling you with dwarven firstborn, at least not with ones they get from an empire quest, so why don't you give it a try too?
Thanks for the invite, Fluksen. I am currently not playing at all because of real life restrictions.
 
You are absolutely right JJ. My post was to be taken with a grain of salt. However, I thought it worthwhile to mention because backthen I was certainly not the only one being put off by this. The tournaments mostly followed default settings. So if the devs can do anything to make it so that default settings are great for tournaments as well as single play, then it will be for the better. Apparently, something is being done indeed.

If they have to choose though, I hope they remember that even though the vocal people may play multiplayer, the majority plays singleplayer.
 
I played plenty of mp and I remember lots of victories and lots of defeats, and not one of them were due to ICS.

Besides, in the new game we already know that sectors can hold a city OR another structure.

And not every sector can hold a city.

That means, if I understand it correctly, that for every map there'll only be x potential (or existing. We don't yet know if there'll be maps with existing cities like in every aow to date or if every game starts with a settler, like civ) cities which will naturally create flashpoint for conflict.


I'm not worried about ICS.

The big "exploits" I recall were super fast clicking, split stacking, inn abuse (which is why there are no t3 units in mind until past turn 20) and the major balance changes were givibg Warlords a scout unit and fast healing as an early upgrade, nerfing wisps (because people couldn't counter them) and then nerfing the wisp counter (your support units used to come out with just a shrine. That was your natural wisp counter but people complained...) and also assassins got nerfed (pass wall was a bit too good)


The last mp game I played was against the devs at pdxcon. The one who tried ICS...did not do well!
 
If you are the host your orders get processed a smidgen faster iirc.

Anyway the fast clicking is on the border of good play and exploit.

At the end of your turn, hover your mouse over the stack you want to move. Have heir move path ready.

As soon as the next turn starts, click your stack and either press my to start them moving, or double click the destination.


It ties into split stacking.

Those 2 are why the 15 second rule was brought in. That's not a perfect solution by any means because enforcing it is a pain.

I had one player attack a scout of mine at 13 seconds in.

By the time we arbirated the situation and resumed play my screen was physically on the attacked unit and nowhere near my main stacks.

I had been trying to move my main stacks to defend a city.

Now at second 16 or 17 he moved his main stacks into the undefended city and I couldn't respond because he'd purposely flouted the 15 second rule elsewhere to fix my attention on that area.

A bigger problem than even that though was players just dropping a game.

I've had countless matches not resolved because as soon as the opposing player loses a main stacks or a city, they've just quit.

No goodbye, not even burning their cities down, just vanished.

Sometimes they insult you first. My favourite was being called a boobie for using a Berserker stack.

If it's so noob then how did it work?


Anyway, major digression.

Back on topic, imho ics only really works if you have an abundance of space and time.

It's a symptom of too much space and time given to a player.

And a great deal of that comes down to your settings.


Incidentally, the AI can't actually city spam as such because it has a limit.

Player city+2 for building cities.

Capturing them has no limit.

And in mp the opposing players will chew you unless the map is large (in the first tournament we used medium maps, slightly larger for 2 players. Deliberate decision because I felt small maps were too small and there was no intermediate map size. Plus this allowed comeback potential and a greater range of viable class and race choices) for the number of players or one of the players is outclassed.

I don't mean to say ICS is useless, just not the best, or even a particularly good, strategy that some people seem to think it is.
 
Oh, you're the dude/dudette with the bald head. That reduces the pool of possible options quite a lot. Out of the previous 7 000 000 000 potential BBB's, there's perhaps only 500 000 000 left, or perhaps even less !
 
If you are the host your orders get processed a smidgen faster iirc.

Anyway the fast clicking is on the border of good play and exploit.

At the end of your turn, hover your mouse over the stack you want to move. Have heir move path ready.

As soon as the next turn starts, click your stack and either press my to start them moving, or double click the destination.


It ties into split stacking.

Those 2 are why the 15 second rule was brought in. That's not a perfect solution by any means because enforcing it is a pain.

I had one player attack a scout of mine at 13 seconds in.

By the time we arbirated the situation and resumed play my screen was physically on the attacked unit and nowhere near my main stacks.

I had been trying to move my main stacks to defend a city.

Now at second 16 or 17 he moved his main stacks into the undefended city and I couldn't respond because he'd purposely flouted the 15 second rule elsewhere to fix my attention on that area.

A bigger problem than even that though was players just dropping a game.

I've had countless matches not resolved because as soon as the opposing player loses a main stacks or a city, they've just quit.

No goodbye, not even burning their cities down, just vanished.

Sometimes they insult you first. My favourite was being called a boobie for using a Berserker stack.

If it's so noob then how did it work?


Anyway, major digression.

Back on topic, imho ics only really works if you have an abundance of space and time.

It's a symptom of too much space and time given to a player.

And a great deal of that comes down to your settings.


Incidentally, the AI can't actually city spam as such because it has a limit.

Player city+2 for building cities.

Capturing them has no limit.

And in mp the opposing players will chew you unless the map is large (in the first tournament we used medium maps, slightly larger for 2 players. Deliberate decision because I felt small maps were too small and there was no intermediate map size. Plus this allowed comeback potential and a greater range of viable class and race choices) for the number of players or one of the players is outclassed.

I don't mean to say ICS is useless, just not the best, or even a particularly good, strategy that some people seem to think it is.

It sounds like simultaneous turns is a terrible idea for multiplayer. Didn't Civ fix it by having them only be simultaneous if you weren't at war with someone?
 
Simultaneous is the better idea for MP. Otherwise wait times get to long.

I must say i never really noticed the host speed difference, if it exists.

Note that simultaneous mode will also receive some much-needed updates. An idea is to enforce the 15-second rule, which means you wouldn't be able to attack someone the first X seconds of a turn, where X can be set in the game lobby. This is, of course, only confirmed in intention.