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Incline Battle Brothers + Beasts & Exploration, Warriors of the North and Blazing Deserts DLC Thread

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
"The Duck of Death"
DuckWarriors.jpg
True RPG in that setting....
:takemymoney:yes, please.
 

Darth Canoli

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21 kills in 77 battles is extremely lame, especially if you gave him sprint and +1AP or Berserk (I'm not sure they can get berserk anymore)

The damage looks decent but the kill count contradicts it, last time i used one, it was extremely weak against any shitty armor and then they were bugged anyway so i didn't touch it for a while.
 

AwesomeButton

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I've been wondering - how do you evaluate if a map is good - number of cities, the shape of the road network, what commodities are being produced?
 

Rieser

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I've been wondering - how do you evaluate if a map is good - number of cities, the shape of the road network, what commodities are being produced?

I guess it depends on what you're looking for. But basically; A) having good equipment and backgrounds readily available (such as furnaces and smelters, and hunter cabins for archers, fields for farmers etc) B) commodities being spread out so that you can buy X at A to sell att B, then buy Y at B to cell at C (or A...) and so on rather than having all cities produce amber, for example C) ease of travel; the shorter distance between cities the better. You don't need (nor want) ALL settlements to be close by, obviously, but having a "hub" of a few cities and villages close to one another that also allow for trading in between said settlements = profit.

So; number of cities and citadels, density of settlements, diversity of goods, road network and key locations like hunter cabins.

Another helpful thing to look for is harbors that allow you to go from north to south and vice versa quickly.
 

Parabalus

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You can look at some of the top map seeds for what they all have in common. Biggest draw is top-to-bottom harbour.
 

Sweeper

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I've been wondering - how do you evaluate if a map is good - number of cities, the shape of the road network, what commodities are being produced?
There's a whole number of factors. The one's you listed are pretty major. But also:

1. North-South dockyard connection. I like to have at least 3 docks connecting the north, the middle and the south, and if there's a 4th one in the far east then it's perfect.
2. Distance of the nearest city to wilderness. I wouldn't say the amount of cities matters so long as you have a couple that are positioned well for mid/endgame.
3. Hunter's cabins, unless poacher origin.
4. Mountains and river forks fucking up the road system, rendering escort missions, which are bad on their own, even worse by making them longer, but also prolonging general travel time.
5. It's been a while since I've played a non-peasant militia origins, but I've read hedge knights are rarer now apparently. Having easily accessible citadels for recruitment is important.
6. Starting bros traits and talents (not an issue on most origins though).
7. As far as trading commodities go, with the addition of Blazing Sands it's one step forward two steps back. It's really difficult to get your rep with the south up. But you can still make a profit if you sell incense, spices and silk to northern cities. Ideally you'd sell gems and dyes in the south. It's a really good way to earn money early on, but by the mid game I only trade if I'm already passing through settlement A to settlement B. The important bit here is that the settlements are in close proximity, or you have two groups of settlements with commodities that are accessible via docks. Dock prices scales with distance and number of bros, so you could make a lot of money trading with fewer bros while using docks.
8. More importantly I'd say, are cities/villages with workshops for tools near the wilderness and citadels with armor/weapon smithies. For late game anyway.
9. It's better if the cities are more tightly placed obviously. I've seen some pretty nasty spreads.

Probably also other stuff I've forgotten. Point being you'll almost never get a map that is excellent in every single factor. Most important are the docks though, if I don't get good docks I reroll the seed.

And of course, all of this is modified one way or another by the origin and retinue you choose.
 

AwesomeButton

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I started "Central Shipping Co." with a "Trade caravan" background of course. My impression is that the trade caravan background is actually one of the easiest backgrounds to play and should have one skull instead of two.

Slower renown gain combined with 10% markup when selling and 10% discount when buying means that you can invest in longevity of quality bros early on, and that mission difficulty will grow slower than normal - because mission variety is determined by renown. This results in de facto grinding of XP and getting overleveled by the time you grow the company to 10-12 and start taking part in more serious fighting and beast missions.
 

AwesomeButton

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In my current state I realize this is a drunkpost, but it's too good not to be made:

The Battle Brothers combat system is so good that it should be used, instead of voting, to pass decisions in the US house of Congress. The only addition I would make is to add a chance of each side of the isle to be influenced by the weapon choice of the other i.e. if one side uses two-handed blunt weapons the other should have a percentage chance to want to use the same kind.
 

Reinhardt

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Send help! Please...
Q75DfyX.png



My personal hell - 100+ days without ambushed trade roads. 18 rows of trade goods. And lots and lots of t3 weapons and ork choppaz.
 

Eastwood

Educated
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Jun 21, 2020
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How do you guys generally build your polearm brothers? As ranged hybrids, or maybe more sturdy to rotate into the frontline in a pinch?
I'm a pretty new player and I was wondering how to get the most out of them, especially regarding their 5ap attacks.
 

Reinhardt

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AT FUCKING LAST! Ambushed trade roads! Went from 2k geld to 125k. Now i have enough inventory space to play armor tetris.

CKrbZum.png
 

Reinhardt

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"Typical modder" things. From interesting features to full retard. I've started current run ~3 weeks ago and i'm already 7 or 8 versions behind. Don't upgrade it because saves will break.
 

Darth Canoli

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Talk about Legendary BLOAT Mod
"Typical modder" things. From interesting features to full retard. I've started current run ~3 weeks ago and i'm already 7 or 8 versions behind. Don't upgrade it because saves will break.

What he means is 7/8 test versions (from discord) behind, there wasn't any official release since the last DLC.
So it's a good thing, they crush bugs faster than light.

Also, there is only two autistic features which you should avoid unless you're bored with Legends already and think that's what you want.
  • The armor layers, because not only the end result is ugly but it's a pain to manage.
  • The legendary difficulty, because every fucking monster gets more perks, from dodge to nimble.
Everything else, from new monsters, new boss monsters, camp features, enchantment, magic, new classes and new perks is just pure gold.
 

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