Topic: Gauls Tribe

OIPUN
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Joined: 2020-11-17, 09:34 UTC+1.0
Posts: 337
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Location: Czech
Posted at: 2026-01-25, 16:19 UTC+1.0

New version 1.0.5. is uploaded. Starting conditions have changed. As for HQ, I applied the tidy warehouses logic and the tribe starts with 360 items and 50 workers. Changes are shown in the attached table. Also gardens are faster. They can produce one item not in 40 seconds on average but in 38 seconds. No other changes were made. In general, the tribe seems to be really strong now. If someone thinks it is strong too much, I can replace some tools and make it harder.

It is not an easy task to tell when the tribe is balanced. One can test short games, long games, a lot of space, not so much space, a map with many trees, a map without fishes, ... . The result is always different.

I used my maps Sicilian Pasture (red position) and Green Mauritius (blue and grey position) for testing. And I played the "Field Army" win condition with 12 heroes (1 hour) limit and I won the last game in 2:07 just by training (no recruitment and I had 10 heroes at the end of the game). So according to my standards the tribe is strong enough. Maybe too strong already.

I was thinking about trying the fast explorer win condition but I am somehow not in the right mood for that, maybe next time.


Attachment: image/jpeg
gauls new hq.jpg

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OIPUN
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Joined: 2020-11-17, 09:34 UTC+1.0
Posts: 337
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Location: Czech
Posted at: 2026-01-29, 16:53 UTC+1.0

I uploaded a new 1.0.6 version. Struggling Outpost and Trading Outpost starting conditions are changed, graphics of gardens and vegetable fields is improved, by dismantling Sawmill you will get one brick and fast place shortcuts are improved.

I don't plan to upload some new versions anytime soon, at least if there won't be any bugs. The tribe needs only graphics and better AI and I will not have time to work on it now.

Edited: 2026-01-29, 16:56 UTC+1.0

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