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Fire Emblem: Three Houses - Review Thread

Game Information

Game Title: Fire Emblem: Three Houses
Platforms:
Trailers:
Publisher: Nintendo
Review Aggregator:
OpenCritic - 88 average - 91% recommended

Critic Reviews

Areajugones - Spanish - 9 / 10
Intelligent Systems has created a delivery that results in one of those changes that benefit the industry and its players: the Fire Emblem saga might not be one that was made for everyone ... but this may change with Fire Emblem: Three Houses
AusGamers - Kosta Andreadis - 8.1 / 10
It is strange to talk about pacing and bloat and a slow-moving plot when the turn-based battles are built on a foundation of ‘taking your time to make the right move’. But in adding so much and painting on such a large canvas, it’s hard not to eventually feel a little lost or stuck in Fire Emblem: Three Houses.
CGMagazine - Derek Heemsbergen - 7.5 / 10
In reinventing Fire Emblem for a new console generation, Three Houses doubles down on its philosophy of player choice, but neglects to make all choices equally valid.
COGconnected - James Paley - 88 / 100
If you’ve had a Fire Emblem-shaped hole in your heart till now, Fire Emblem: Three Houses will leave you breathless, sleepless, and eager for more. I know I’ll be lost in this new world for months to come.
Critical Hit - Darryn Bonthuys - 9 / 10
Fire Emblem: Three Houses doesn't change how it plays on the battlefield, but its greatest advancements lie in the moments between the horror of war. The bonds forged between comrades in arms, the drive to really get to know the cast who you spill blood with and the opportunity to truly learn about the finality of death all combine across a vast and sweeping fantasy epic that'll leave you breathless by the time the credits finally roll.
Cubed3 - Rudy Lavaux - 9 / 10
Fire Emblem: Three Houses can best be summed up as a carefully crafted mix of old and new that feels comfortable to pick up, though perhaps its new mechanics take a while to get accustomed to.
Daily Star - Dom Peppiatt - 3 / 5 stars
It’s a shame that between breaths, Three Houses fails to capitalise on what has made the series so popular up until today, and we hope the franchise lives to get stronger, smarter and prettier as it sees more Nintendo Switch releases.
As it stands, we think series veterans will be able to find enjoyment in this game, but we find it difficult to recommend it to newcomers.
Destructoid - Chris Carter - 9.5 / 10
I cannot stress enough how much Fire Emblem: Three Houses exemplifies the "RPG" part of the acronym "SRPG." While strategy is indubitably a large part of Fire Emblem's DNA, the vast majority of my enjoyment was found having lunch with classmates and getting to know them better, or doing errands while running around the lovely academy grounds. This is a world you can absolutely lose yourself to for months on end, but if you find menus tedious, you might be reticent to the modern relationship-heavy Fire Emblem formula that's cemented in Three Houses.
Digitally Downloaded - Matt Sainsbury - 4.5 / 5 stars
Three Houses is so vibrant that I didn't really mind the lack of difficulty. I was too invested in the characters, and looking forward to the next major plot point too much to really care. It can be bloated, messy, and unnecessarily padded with content at times, but when it comes to the core strengths of Fire Emblem - its character-driven epic fantasy, tight tactical battles and a full harem of both waifu and husbandos, Intelligent Systems have delivered something truly resonant with this one.
Easy Allies - Ben Moore - 8.5 / 10
Fire Emblem: Three Houses slowly builds up its characters in a way where you can’t help but get invested amid the complex battles.
Eurogamer - Martin Robinson - Recommended
Fire Emblem goes back to school for the most epic, generous and dynamic outing for the series yet.
Everyeye.it - Enrico Di Piramo - Italian - 8.8 / 10
Fire Emblem: Three Houses is one of the greatest chapter of the series. With a deep and elaborate gameplay, this new episode represents another extraordinary game avaliable only on Nintendo Switch.
Game Informer - Kimberley Wallace - 9.5 / 10
Fire Emblem: Three Houses combines fun social elements and tense strategy combat wonderfully, making it hard to put down
GameMAG - Russian - 9 / 10
Fire Emblem: Three Houses is the most fascinating tactical RPG with interesting battles and story, great world and charismatic characters. If you are not indifferent to the genre of role-playing games, this project should not be missed.
GamePro - Ann-Kathrin Kuhls - German - 88 / 100
Demanding lap strategy, loveable characters and great story. But you have to like the social simulation.
GameSpot - Kallie Plagge - 9 / 10
Fire Emblem: Three Houses is a game that is mechanically complex, consistently rewarding, and very hard to put down.
GameXplain - Liked-a-lot

Video Review - Quote not available

Gameblog - Yann Bernard - French - 9 / 10
In a word, grandiose.
Gameplanet - Cerise Parr - 9.5 / 10
This is a fantastic installment for returning fans or newcomers playing for the first time.
GamesBeat - Mike Minotti - 92 / 100
Fire Emblem continues to be a franchise on the rise, and Three Houses just took the series to another peak.
GamesRadar+ - Aron Garst - 5 / 5 stars
Fire Emblem: Three Houses fully realizes a new, meaningful direction for the franchise that makes it the best it has ever been.
God is a Geek - Adam Cook - 8.5 / 10
An engaging story and superb battle system keeps you coming back hour after hour, but Three Houses suffers from a lack of variety in the RPG sections.
Guardian - Edwin Evans-Thirlwell - 4 / 5 stars
This boarding-school daydream is grandiose and silly, but a gorgeous look and revised combat help it sing
Hobby Consolas - Roberto J. R. Anderson - Spanish - 95 / 100
The academic theme suits Fire Emblem very well. Developing the potential of our charismatic students, we feel like authentic teachers, and fighting with all these characters in such epic and deep battles, after shaping them in the classroom, is a real joy.
IGN - Brendan Graeber - 9.5 / 10
Fire Emblem: Three Houses offers an incredible amount of choice, and a story that deserves to be viewed from more than one angle.
IGN Italy - Alessandra Borgonovo - Italian - 9.2 / 10
Fire Emblem: Three Houses is the perfect step forward for an almost-three-decade-old tactical RPG franchise. Incredibly huge and still incredibly fun.
IGN Spain - Brian Santana - Spanish - 8.5 / 10
Fire Emblem: Three Houses is an excellent management title that catches you by the variety and depth of the gameplay. Although its main value is to allow the player to control so many factors in a simple and intuitive way, he perfects the formula with a very varied and complex narrative. In addition, it is one of the greatest exponents of turn-based combat games, since its battles have a learning curve suitable for engaging us for long hours. On the other hand, aesthetically has little to be ashamed of, since the really important sections are solved in a brilliant way like the CGI or the character design. Undoubtedly, a video game that requires dedication, but in return gives great doses of joy that result in many hours of deep management and exciting fighting.
Kotaku - Gita Jackson - Unscored
[Warning: This review contains spoilers]
The gameplay in Three Houses feeds into the story elegantly.
Metro GameCentral - 7 / 10
A disappointingly clumsy attempt to evolve the Fire Emblem formula, that takes little advantage of being on the Switch, but the anime melodrama and fun combat still entertains.
Nintendo Enthusiast - Brett Medlock - 9.5 / 10
I have never beaten a sixty-hour game and immediately wanted to jump back in for round two. Fire Emblem: Three Houses pulls you in with its rock-solid grid-based combat. But it keeps you invested by offering rich characters, deep squad customization, and an enthralling story that keeps you guessing. It’s is easily the best RPG of 2019—so far.
Nintendo Insider - 9 / 10
Fire Emblem: Three Houses is unrivaled in its scope and execution on Nintendo Switch to resoundingly deliver strategic perfection, whether at home or on the move.
Nintendo Life - Mitch Vogel - 9 / 10
There was a lot riding on it, but we can confidently say that Fire Emblem: Three Houses has managed to live up to the hype and will stand as a highlight in the series for years to come.
NintendoWorldReport - Daan Koopman - 8 / 10
Combining the crapshoot of your ending with a few technical problems drags the whole game down. The actual character arcs, complete with fully voiced interactions, do a great job of accounting for the limitations, thankfully. Three Houses is certainly worth seeing through, but it is way more about the journey than the end.
Polygon - Russ Frushtick - Unscored
The lack of map diversity doesn't take away from the visual splendor of the game, though. While much of Three Houses is seen from an overhead perspective, initiating combat zooms the camera in, showing off gorgeously animated soldiers in combat. During a particularly tense battle, Claude, the house leader of the Golden Deer, tosses an arrow into the sky before catching it and firing off a critical hit to take out a pesky enemy pegasus moving in on my healer. These flashy moments happen all the time and are unique to the two dozen classes in the game, so there's always some new animation to get pumped over.
Post Arcade (National Post) - Chad Sapieha - 8 / 10
Intelligent Systems tactical role-playing game looks and plays swell on Switch, but it also lowers the stakes of this stressful series
Press Start - James Mitchell - 8 / 10
Fire Emblem: Three Houses features some of the most refined and enjoyable battle mechanics the series has seen since its successful renaissance with Awakening. But the renewed focus on support relationships gets in the way of what some may have valued most from the franchise – the strength of its strategic design and the battles themselves. Regardless, it's hard to argue that Three Houses is the best Fire Emblem since Awakening, so it's still worth your time, even if you'll have to spend it wisely.
RPG Site - Adam Vitale - 8 / 10
A very ambitious game with thorough lore and interesting characters, although it won't often challenge you if you are familiar with strategy RPGs.
Screen Rant - Cody Gravelle - 4.5 / 5 stars
Fire Emblem: Three Houses is an inspired innovation of a time-tested franchise, providing the same tactics fans love in a much more inviting package.
Shacknews - Josh Hawkins - 9 / 10
All in all, Fire Emblem: Three Houses does a great job of bringing the series to the Nintendo Switch.
Spaziogames - Italian - 8.9 / 10
The most ambitious and cared-for episode of the franchise to date
Stevivor - Matt Gosper - 9 / 10
The series found a comfortable stride in the handheld world, and moving away from that isn’t always a strong step – so it’s a good thing that the Switch is a little bit of both worlds. The game is great for playing in short bursts, with even ten to fifteen minutes feeling like enough to really get something done, even if it’s just returning a bunch of lost items to your units in the monastery to boost your support links. The characters are endearing and help draw you into the world and its story, complete with divine mysteries to carry you through the school year.
The Games Machine - Danilo Dellafrana - Italian - 9 / 10
Fire Emblem: Three Houses succeeds in bringing a breath of fresh air into a saga that is perhaps too anchored to its own style, it does so by renewing the experience without losing sight of the deep strategic soul that has always been the trademark of Intelligent Systems' works. The pace of the game may seem a bit diluted to the most fundamentalist fans, but the overall result is, in our opinion, absolutely convincing and worthy.
TheSixthAxis - Dominic Leighton - 9 / 10
With the Switch's delightful dual abilities, Three Houses fittingly bookends the series' triumphant run on the 3DS and becomes the first big-screen outing in over a decade. It also surpasses them all. A masterpiece of strategy, story-telling and intertwining relationships, Three Houses deserves to make Intelligent Systems a household name.
TrustedReviews - Jade King - 4.5 / 5 stars
Fire Emblem: Three Houses is a triumphant RPG experience and one of the greatest games you can play on Nintendo Switch right now. It takes the series' formula and propels it forward with some fascinating new changes, and every single system works in tandem to create something rather stunning. Technical blemishes aside, Intelligent Systems has really outdone itself here.
Twinfinite - Zhiqing Wan - 4.5 / 5
Fire Emblem: Three Houses is, quite possibly, the most ambitious JRPG you’ll play this year. And perhaps the most impressive part about the whole game is that it actually manages to deliver on that ambition.
USgamer - Kat Bailey - 4.5 / 5 stars
Fire Emblem: Three Houses soars on to Switch with a fully-realized school setting, deep character customization, and multiple full-length campaigns. While it loses momentum in the second half, it still manages to come off as a striking reinvention of the well-worn Fire Emblem formula. That makes its first real console appearance in more than a decade a triumph.
VG247 - Alex Donaldson - Unscored
Whatever path you choose, Fire Emblem: Three Houses is an absolute blast. It’s the best Fire Emblem title since Awakening, and it goes straight onto my list of must-play Switch games.
We Got This Covered - Andrew Donovan - 4.5 / 5 stars
Fire Emblem: Three Houses brings the tactical and emotional goods to the Nintendo Switch; despite some rough spots, this entry is a series best.
WellPlayed - Dylan Blereau - 9.5 / 10
Fire Emblem: Three Houses is a tactical role-playing gem that manages to offer up one of the most engaging gameplay loops in recent memory, while also being buoyed by an epic narrative that boasts an endearing cast of characters
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Trends in board game designs in the 2010s

As we approach the end of the 2010s, I would like to share my observations of trends in board game designs in the past decade. I list out some ‘trendsetters’, which I think were critical in garnering attention and inspiring other designs in the genre, but I am fully aware they may not necessarily be the first game to develop such mechanism. I have excluded industry-related topics (kickstarter, digital implementation, youtube reviews etc), which is probably a separate discussion.
  1. Solo – Onirim (2010); Friday (2011) Solo wargames have been around for a long time. It seems that with the popularity of Friday, Onirim and Mage Knight (2012), non-wargamers also found the joy of solo gaming, and nowadays a solo mode is almost a must in strategy games.
  2. Complex and thematic euros – Vinhos (2010)
Mid-weight euros flourished in the 2000s, with Puerto Rico, Caylus and Agricola amongst the best regarded games. I have noticed a complexity creep in popular euros in the 2010s, by which I mean games with multiple interlinking mini-systems, often resulting in longer rules explanation. Part of this is due to an increasing design focus to integrate theme into otherwise ‘dry euros’. Vital Lacerda’s designs are the most notable representatives – Vinhos, Kanban, The Gallerist, alongside with recent games such as Trickerion and Anachrony.
  1. Micro-games - Skull (2011); Love Letter (2012); Coup (2012) On the other end of the spectrum, we got the delightful micro-games - games in tiny boxes with minimal components (16 cards for Love Letter) and an easy-to-follow ruleset. A true feat reminding us that sometimes, less is more.
  2. COIN – Andean Abyss (2012) The COunter-INsurgence (COIN) series introduced by Volko Ruhnke generated a substantive following, in particular drawing eurogamers, like myself, into the world of wargaming. In sum, multiple (typically four) factions, all having different abilities and victory conditions, manipulate pieces on a common map under a historical setting of unrest. The flow is driven by an event deck seeded with a few ‘victory check’ cards. The distinct victory conditions and limitations on resources and actions naturally lead to soft alliances between factions and the games reward those who can foresee the turn of tides. The series just released its ninth title – Gandhi (2019), with two more titles to be released soon. See also: Fire in the Lake (2014), which many consider to be a masterpiece.
  3. Polyominoes – Patchwork (2014) There’s something utterly satisfying in fitting irregular pieces perfectly together. I guess the popularity of tile-laying games was bound to result into such evolution. Also see: Cottage Garden (2016), A Fest For Odin (2016), Barenpark (2017). Honourable mention: Castles of Mad King Ludwig (2014).
  4. Light tableau builders – Splendor (2014) I know it is now hip to diss on Splendor, you’ve probably over-played it and every new light tableau builder is now branded as the ‘Splendor killer’. But I consider it a landmark design for a gateway game – takes 30 seconds to setup, 2 minutes to teach and extremely intuitive for non-gamers. See also: Century: Spice Road (2017), Gizmos (2018).
  5. Bag building – Orleans (2014); Hyperborea (2014) Bag-builders are akin to deck-builders with simpler cards. However, ‘shuffling’ is much easier and pulling stuff from a bag feels so satisfying. I can totally see why designers and publishers adopted this approach. See also: Altiplano (2017), The Quacks of Quedlinburg (2018)
  6. Legacy – Pandemic Legacy Season 1 (2015) In the 2010s, five games managed to top the BGG rankings, three of which were released in the prior decade (Agricola, Puerto Rico, Twilight Struggle). It was a big deal when PL:S1 came along and dethrone TS, which angered some BGG users (“boardgames should be replayable!”) All I care is whether a board game is fun or not, and in any case, the general audience now seem to accept the premise of legacy/destroyable games. Also see: Pandemic Legacy: Season 2 (2017), Charterstone (2017).
  7. Word association – Codenames (2015) Codenames is an absolute blast when played with the right group. The simple premise, quick set-up (especially for the second game in a row), capacity for hopping on/off, and the feeling when hitting the highs made it a staple in our meetup group. Formula improved (arguably) by Codenames: Duet (2017), Decrypto (2018), Just One (2018).
  8. Escape room / mysteries – T.I.M.E Stories (2015); EXIT (2016); Unlock (2017); Logic and visual puzzles have always been fun activities. It’s now been made into tabletop games made popular by the EXIT and Unlock series. There’s also a related revival of ‘solving mysteries’ with TIME Stories, Detective series and Chronicles of Crime.
  9. Campaigns – Gloomhaven (2017) The other game that made it to the top of the BGG ranking. Campaign games have been around for decades, but I guess the change now that they come with less DMing required and perhaps more interesting mechanics and components? I have not played any campaign games so I couldn’t really speak to this though. See also: Kingdom Death: Monster (2015), The 7th Continent (2017).
  10. Roll/flip-and-writes – That’s pretty clever (2018); Welcome To… (2018) Perhaps the gambler nature in all of us love seeing a perfect dice roll and recording it on a sheet. From Qwixx (2012) to Qwinto (2015) to Encore! (2016), roll-and-writes have been developed steadily in the industry. Then a few titles in 2018 brought it into the spotlight – notably That’s Pretty Clever and Welcome To… There are plenty more recent examples that I’m sure you can find in the near future.
What do you think I have missed? Do you have different views as to why / how these trends happened? Any bold predictions for the next decade?
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3 Mountains - a humble guide

3 Mountains - a humble guide
Well, let me just start with "finally, I did it!" What seemed to be an impossible task proved to actually be a lot easier than I thought. I would very much like to encourage everyone who thought about attempting the achievement to do so, and now that I went through it, I'd also like to give you a helping hand and share all the things I learned and which helped me along the way.
Let's start from the end

Achievement pop-up
Proof the tiny achievement popped up.
Now, as for some tips/guide. For the first 50-ish years, there is no better guide than AlzaboHD's. I used his Vassal Swarm strategy for this run and it was very successful. His opening moves are the ones I attempted and needed only 3-4 restarts to finally get the hang of it and complete the first part successfully.
This is how the map looked like in 1500:

1500
- I vassalized half the Manchurian tribes
- went as further east as I could in order to discover Alaska and spawn the colonialism institution which I was lucky enough to actually get from the first try
- was setting a foot in the south by already having vassalized Ternate and other minors
- acquired the Renaissance institution by developing Settsu (got it to 38 dev at this point)

At this point, there are a few bottlenecks which I want to talk about:
- manpower: you will only have 3-4 provinces (or maybe a bit more if you decide to take more than 1 from Hosokawa in the first war). Because of this, your manpower pool will be limited! You will have to very carefully manage this because you won't be able to afford many mercenaries at this stage, however, don't be greedy and get a few regiments even if it will get you close to +0.00 ducats/mo
- vassals not being useful: because most are stuck on the island of Japan, you won't get much out of them. For the first few wars, at least in my experience and tries, you'll have to carry the burden yourself in order to secure a few vassals on land
- claims: if you are not paying attention, you will find yourself unable to start a war you want to fight because you do not have a claim prepared. During this time, claims are really, really hard to get, especially in the south. It is a strong necessity that you use the "Transfer Subject" splendor ability which also allows you to chain claims. Chain the claims from China all the way down to the Moluccas. This will take planning so plan ahead! (but more on this later)
Your main source of income right now should be a mix of Vassal Income contribution and trade. By 1500 most of your Japanese daimyos should be loyal to you and you should be diverting trade from all of them as long as it doesn't get them above 50% Liberty DesireDon't be afraid to use your government ability to lower LD at this point but note that it will be rendered obsolete pretty soon.
Let's move on 50 or so years

1550
By 1550, I had conquered most of Manchuria and was struggling to get as west as possible because Russia was just formed by former Muscovy. The point here is to create a barrier north of Uzbek with a colonist so that Russia cannot expand eastward - it's not a hard necessity but it just makes your life so much easier. I was also lucky in a sense that Ming absolutely imploded


Ming by 1550

Let's talk about a few bottlenecks during this time:
- Geography: at this point, your "Empire" is rather small but it ranges a few thousand kilometers. You need to fight wars in Eastern Europe (Kazan/Russia) and also in South-Western Asia (Spice Islands, Moluccas, etc.) Your strength is stretched thin, "like butter scraped over too much bread" Your Manchurian vassals are getting more and more useful but cannot yet carry a war on their own. Your southern island-y vassals help with almost nothing during wars.- claims: claims remain an issue at this point and all this was exacerbated by a mistake I made which I will talk about just a bit later on

By now you might be wondering what ideas I had, so let's talk about those for a while. First of all, in the options menu, before even starting the campaign, I set the "No limits on Idea Groups" to Yes. That basically allowed me to take 2x diplomatic idea groups without an issue

No idea group limitations (100% compatible with Iron Man)
Now as for actual ideas, I had:
- Exploration: for colonialism and blocking Russia/expanding in Americas- Influence: for the absolutely amazing liberty desire decrease, vassal income and maybe most importantly, unjustified demands reduction- Humanist: for what I thought was reducing chances of rebellions, but this is actually the biggest mistake I made this run (referenced a bit earlier) but I'll tackle it in the next section

In 1600, the map looked like this:

1600
Quite a bit of land eaten compared to 1550.
I was finally feeling the strength of my vassals. It is also roughly during this time that I had moved my trade capital to the Malacca trade node thus effectively doubling my trade income. I also developed Settsu to around 60 development after Printing Press arrived so I could grab that. I had many points to spare honestly. I also picked up my next idea group - ***Diplomatic.***
Wars in South-Eastern Asia were a breeze, I could chain them easily and simply vassalize all the small countries in one war, break the bigger ones in pieces with ease etc. I want to expand a bit about all the ways you can eat countries up because it differs quite a lot from "normal" contest. So here are a few things to consider when eating a country up until the age of absolutism - there, things change a bit and I'll talk about that later as well.
- returning cores to vassals you already own is cheaper in war score than conquering and then giving the provinces to them. I should have done my homework on this, but I don't know exactly why it's the case. Up until I had around 80-ish absolutism, I could just return cores to vassals I already own and that cost me less than conquering them in the peace deal. Maybe someone can help out with explaining this?
- you can force bigger nations to release smaller ones and vassalize those. When you do this, you get +100 relation with the released country from the start and they are more than willing to enter an alliance with you => you need to give them some petty gold, maybe RM (avoid if you have too many relations) and improve relations and voila, once you reach +190 opinion, you'll be able to vassalize them without ever going to war. Oh, and the penalty for being too far to vassalize doesn't apply if you have a vassal bordering them already. Useful stuff!

Now for some bottlenecks which pop-up at around 1600:
- aggressive expansion: regardless of how many vassals you have, coalitions will form. They will most likely not declare on you, but they're still annoying as they slow expansion down if you're not careful. This is why I allied Commonwealth, the largest country I could ally back then. I kept them as an ally up until ~1750. Still, even though coalitions never declared on me, they still formed!
- bird mana: oh man, how this will bite you in the ass right about now. You can't make proper claims on neighbors. You leave one province at the border of your empire which you use to make claims on neighboring countries which you want to attack but that will give you what, 1-2 claims on the same country? 3 if you are lucky. Because you can now gobble up more and more land, even though you have -50% unjustified demands from influence ideas, that still will not be enough! You will quickly find yourself with -200 or -300 mana after eating up more countries in one war, and that takes a lot of time to recover from. This ties in with that mistake I said I made, and I'll explain it here.I should not have taken Humanist ideas but instead should have gone for Religious. The reasoning is simple. Humanist turned up to be almost useless because I gave away most of my land and the one I didn't give away was always near a war and my vassals would take care of any rebels. Furthermore, with Religious, I would have gotten an amazing CB - Deus Vult. With this, you can eat up all the land you want and no bird-mana will be taken from you. I was at -200 bird mana at this point and had 3 more wars planned, 1 click away each. I knew I couldn't go further so I gave up a 7/7 humanist group and took religious. This set me back a few good years, like 10-ish, but boy, was it worth it.The moment I gained that CB, I started conquering like crazy. The technique was simple. Eat land (releasing vassals, returning cores etc. etc.) but always make sure to leave 1 province of your own bordering the next target(s). I didn't even bother coring those provinces because once they had no neighbors on which I could declare on, I would give them away to a vassal.

Let's move on to ~1650

1651
As I said, Deus Vult was a beast. In just 50 years I ate up most of India, central Asia and was pushing hard on the Mamluks and Arabian peninsula. It is during this time, in roughly 1617 that Absolutism makes its appearence. I took another idea group and that was Administrative - I took it for a later synergy with another idea group and for mercenary bonuses. Let's talk a bit about that in our bottleneck section.
Bottlenecks in ~1650:
- absolutism: I think it comes as no surprise that with just 29 provinces (that's how many I had at this time, out of which maybe 20 were full cores?) and 290 total development, conventional methods of farming absolutism fall apart. I couldn't properly spawn particularist rebels nor would it have been that much useful even if I did. I could end up lowering the autonomy in just a few provinces. Sure, lowering the autonomy in Settsu which had 60 development by now gave me around 6 absolutism, but that's still far away from what I wanted to get to which was, of course, 100. Luckily, I was in no shortage of military power as I never invested in generals (always took conscripted them from my daimyos) and so, I slowly but steadily gained absolutism by using harsh treatment on everything I could lay my finger on. I initially planned on firing the court and country disaster, but found myself not needing it. Maybe you will disagree on this, but honestly, I just didn't feel the need to deal with that so I reached 100 absolutism by roughly 1650, which isn't great, but it's not that bad either. As a first splendor ability I went for +1 yearly absolutism.
- manpower: this is the point at which I started having constant 0 manpower and from roughly now until the end of the game, I completely relied on mercenaries. I was swimming in gold from both trade and vassal income so I could afford it.
- big, blobby countries: this is roughly when you will be fighting your first big wars. I was lucky enough not to have to fight Ming but the Timurids were rather scary and then the Ottomans were waiting in the line as well. Don't be afraid! It looks more frightening than it is. Your vassals will destroy them pretty fast but will still require your help in doing so. The biggest disadvantage of using the new CB is that it relies on battles being won as a war goal. Careful how you manage those battles, make sure to help your vassals as they're many times dimwitted when it comes to pursuing this war goal and will often times lose needless battles. Don't be a prick to them either, if you can and are swimming in gold, pay up their debts, send them some money!

Going on, 1700!

1701

Now by this time, I was feeling comfortable. I gobbled up most of Asia, set a proper foot in Mexico and won my first 2 wars with the Ottomans. Oh, my ally, Commonwealth was actually pretty handy in this as I had many favors with him up until now and could call him in wars against the Ottomans who were actually pretty hard to beat. They had quantity and offensive and boy were my vassals stupid sometimes. I also ate up Scandinavia quite easily as they had no real allies but this drew a bit of attention towards me from Europe (AE) where I was finally being noticed. By 1700 I had already finished my next and maybe the most important idea group left - Offensive. Here are the policies which I got after this:

Policies

I simply cannot stress enough how important the first one is. When I got that, I doubled my monthly income instantly. It was crazy. By completing offensive I was able to hire and field more mercenaries, siege things down faster and afford any luxury I wanted. The synergies offered by Administrative and Offensive ideas coupled up with all the other more "mandatory" groups are wild and make your life that much easier.

Bottlenecks during this period:
- truces: I was mostly left with a heavily colonized/chartered Africa and Europe. HRE was still a thing and, unfortunately, Commonwealth was part of it, even becoming Emperor a few times. Look at this monster


Monster HRE
- Europe in general is a big bottleneck if HRE is still around at this point because of all the AE. Again, no one will have the guts to declare on you, but it slows you down as most OPMs/small nations and also large ones join lengthy coalitions which take years to break down. Oh, it didn't help that I ate the whole of Italy in just 1 war a bit later on...
Going further! 1750:

1751

I conquered most of Europe in 50 years. With 100 absolutism I ate Italy in 1 war, France in 2 and fully annexed it and released it so I can get all the colonies without having to eat them up as well. If you didn't already deal with colonials by now, this is the way to go in my opinion, but it's the most annoying thing ever. More on this, in the bottlenecks section. My next (and last) idea group was quality. I needed bulky troops and bulky ships because I was about to fight colonizers who had both. Slowly strengthened my fleet as well just so I can have at least 70 havies (GB had around 180 by now)

Bottlenecks by 1751:
- sailors: how can I say this... you have 42 provinces out of which maybe 30 are cored. You can't possibly expect them to generate enough sailors for a proper navy. Some of you might hit this problem earlier, but I dealt with it with some degree of ease up until now because I always made sure I had a bigger navy then my enemies and with the Navy policy thingy "+33% chance to capture enemy ship", I got ships for free basically, without paying in sailors/ducats. But now, you're about to be fighting the big boyz of the navy - the colonizers.
- colonizers: by now, if you didn't already take care of most of the New World (and I didn't...) then Portugal, Spain, France and Great Britain are omnipresent there. I have to admit, I slacked a lot when it came to the new world, and this ended up biting me in the ass later on. Look how the Americas looked in 1701

1751 - Americas
Portugal was an absolute beast. By now kinda have to be fighting them and they proved to be the worst thing to deal with during my run. My tactic was to eat their non-colony land and fully annex them that way => I would be getting their colonies once that happens, then quickly release them as vassals. I hit a few problems with this:
- it takes around 3 wars to fully annex a colonizer like Portugal or Spain in my case. France took just two, but it was smaller than both of them.
- let's say you eat up 1/3 of Portugal. Easy for the first war (make sure to get the "Ignore coring range" splendor ability and eat all provinces with forts on first!) but then in subsequent wars, you'll have to fight within colonies as well because there's less land to capture in their home provinces. In my case, I was fighting huge colonies with a lot of ships and a lot of troops. Wars dragged for 4-6 years sometimes just because I didn't properly prepare to fight the colonies, I always thought I could easily just land 60k troops from the mainland and destroy them, but colonies are not primitives! They have strong troops and a shit-ton of them, too! In retrospect, I would have planted more stacks in the Americas just so I can properly take care of them and not drag wars for so long. This slowed me down by at least 15 to 20 years.
- once you capture land from colonizers in the first 1 or 2 wars and are pushing for the third, you will most likely not 1) want to or 2) be able to core all that land. It doesn't affect you all that much, you give away most of it but some, either forts which are deep within their country with no connection to your vassals or some God forsaken islands in the middle of nowhere, you cannot. I will talk about those God forsaken islands because they cost me a few years as well. During my final war with Portugal and Spain, because I had eaten those islands from them in the first wars, rebels popped up on them. Portuguese or Spanish separatists. You don't even bother with them honestly, they have nowhere to go, they can't enforce their demands because they conquered too little land, you have other priorities, BUT, when you finally finish that last war and oh Gosh, you ate up every. single. province with exactly 100% war score and you got all the colonies yourself and you are at 300% over-extension but f*ck it because you can simply release the nation as a vassal, that is whe you realize that... you can't. Because one freaking island in the middle of nowhere with 3 development is occupied by 10k separatists who have nothing better to do in life than screw with your. You can't release a vassal if any of their provinces is occupied. And for this you have to send a transport with at least 20k troops which take at least 1 year to get there. You are at 300% OE for 1-2 years because of this and trust me, it's just a drag...
- Great Britain: Yeah, this one deserves a mention of its own. Luckily, it was rather tiny when it came to colonial land because for whatever reason, Portugal was the absolute unit when it came to colonies, but landing foot on the island of Great Britain was an achievement in itself. With almost 200 heavies, my vassals didn't even dare come close with their ships. Heck, Denmark had around 40 but never left the port in fear. With dumb luck and prayers I was finally able to put 60k troops on there hammer all their piss troops and grab some land for the next war, but damn!

By this time, Commonwealth finally decided that I'm not what I look like and that province count wasn't a good enough metric to calculated "threat to world conquest" by, so they dropped their alliance with me. Unfortunately, they couldn't get any other (proper) alliances by now and were subsequently gobbled up by "my crew".

In 1795, I was done:

1795 - done

It took me around 2 weeks to finish this run. I don't know how many hours I played, but I mostly played on speed 4. In retrospect, if I were to do it again, based on everything I learned, I think I could do it by 1750-ish or sooner. It's been a lot of fun though, I have to admit. It's not as much of a grind as a "normal" WC is, to be honest. It's a lot more fun. Conscripting a 5/6/6/5 general from a daimyo is just priceless and the feeling you get when it is all over is such a relief!
I encourage any one of you to try it out. It's really worth it. If you have any questions or think I forgot about something, by all means, ask!Oh, and yes, I did save-scum a few times, but mostly my game crashed unexpectedly right after my 6/5/3 heir died and a 1/0/2 took its place. I think it's allergic to bullshit -.-

Take good care!
submitted by legzander to eu4 [link] [comments]

Guys, don't sleep on Hadara!

My game arrived a few days ago, just after I was done watching the great playthrough by GameNight! so I was ready to set it up and play it and I have to say, this game is amazing. It has that instant feel of being a classic gateway game and I honestly think that if it was published by Asmodee or DoW it would have been a huge phenomenon at this point.
To give you some context, this game feels a bit like a mashup of Splendor and 7 Wonders, because it's a civ building game with a drafting element, but the more your draft of a certain color the cheaper it gets to buy that kind of cards.
The game has 5 colors of cards which are pretty standard (gold for income, red for military, blue for culture, green for food, and purple for special cards) and it's divided into three Eras, each divided in two phases. In the first phase each player simultaneously picks two cards from a specific color indicated by a central wheel and chooses one to either remove from the game for money or build into their tableau, and the other one is put in a discard pile that will become relevant in the second phase. This is repeated 5 times, one for each color of cards, and then the first phase ends with income and a few bonus that you can get if you climbed up enough on the different tracks.
In the second phase, in player order, players can either buy or remove from the game for money one card from the top of any discard pile, revealing the one underneath, but you're no longer bound to a specific color and you can choose whatever you want, even multiple cards of the same color. You do this 5 times as well and then the round's over and you set up the second era with its specific deck of cards.
At the end of the game you get points for having built statues thanks to culture, having annexed colonies thanks to the military, having bought medals that reward you for either having a specific track really high or having complete sets of different colored cards and all the points on the cards you have in your tableau and that's about it.
I have to say that this game is a very strong design in my opinion, it has that amazing engine-building feel in a very short playtime, you're always building and always improving and it has a very nice amount of strategy and tactics for its length, plus there can be a moderate amount of interaction in the way you set up the wheel if you're the first player, this way you can actively deny a card to someone who might need it. I was very impressed by the whole package, and it's kind of a peanut game in that I've yet to play it only once in one sitting, it's so short (20-30 mins at 2p) that I always get the urge to set it up again right after I've finished it.
Pros:
Cons:
I hope this managed to be a concise yet clear explanation and review, I'm not a reviewer nor a writer so I just hope it's good enough, but if you want to know more feel free to ask in the comments, I was just blown away by a game that I ordered just to have another gateway that played up to 5 for family gatherings and that showed to be an incredible design. I might have to check out Crown of Emara, from the same designer to see if it manages to keep the same magic.
submitted by Tharok to boardgames [link] [comments]

Assassin's Creed Origins - Review Thread

Game Information

Game Title: Assassin's Creed Origins
Genre: Action-adventure, open world
Platforms: Playstation 4, Xbox One, PC
Media: E3 2017 World Premiere | E3 2017 Gameplay Trailer | E3 2017 Conference Presentation
E3 2017 Building an Empire UbiBlog | E3 2017 'Mysteries of Egypt' Trailer
Interview - Why Egypt is the Right Setting for Origins
Combat Breakdown | Story & Narrative
Gamescom 2017 Cinematic Trailer | 'Game of Power' Trailer
'Order of the Ancients' Trailer | 'Birth of the Brotherhood' Trailer
Stealth Gameplay
'Tales from the Tomb' Compilation
Post-Launch & Season Pass
'Legend of the Assassin' Launch Trailer
Developer: Ubisoft Montreal Info
Publisher: Ubisoft
Price: $59.99/£49.99/59,99€ (with micro-transactions)
Release Date: October 27, 2017
More Info: /assassinscreed | Wikipedia Page
Review Aggregator:
OpenCritic - 84 [Cross-Platform] Current Score Distribution
MetaCritic - 81 [PS4]
MetaCritic - 85 [XB1]
MetaCritic - 84 [PC]
Organically arbitrary compilation of main games in the Assassin's Creed series -
Entry Score (Platform, Year, # of Critics)
Assassin's Creed 81 (X360, 2007, 77 critics)
Assassin's Creed II 90 (X360, 2009, 82 critics)
Assassin's Creed: Brotherhood 89 (X360, 2010, 81 critics)
Assassin's Creed: Revelations 80 (X360, 2011, 77 critics)
Assassin's Creed III 84 (X360, 2012, 61 critics)
Assassin's Creed IV: Black Flag 88 (PS3, 2013, 36 critics)
Assassin's Creed Rogue 72 (PS3, 2014, 53 critics)
Assassin's Creed Unity 72 (XB1, 2014, 59 critics)
Assassin's Creed Syndicate 76 (PS4, 2015, 86 critics)

Reviews

Website/Author Aggregates' & Critic's Score Quote Platform
Kotaku - Kirk Hamilton Unscored ~ Unscored Assassin’s Creed Origins is ungainly and uneven, beautiful and frustrating, expansive and unexpectedly conservative. It won’t challenge the palate; rather, it is a prime example of video-game comfort food. It’s here to be slowly enjoyed, offering a seemingly endless supply of gorgeous locales and steadily-filling progress bars. If Ubisoft is a digital travel agency, Origins provides one of the most sweeping, enveloping destinations they’ve yet offered. Come for the beautiful recreation of ancient Egypt, stay for the beautiful recreation of ancient Egypt.
VG247 - Brenna Hillier Unscored ~ Unscored Assassin’s Creed Origins is not a dramatic departure from the formula as we last saw it, but manages to be much more fun and feel way more fresh than any entry since Brotherhood and Black Flag. It plays to the strengths of a genre Ubisoft helped bring into the mainstream, respects the player and their freedom, and allows them to beat up crocodiles. I’m into it.
Ars Technica - Daniel Starkey Unscored ~ Unscored A shining example of what exploration-based games can be, dropping many of its franchise's worst traits even while being sometimes held back by the mundane. Buy it. PS4
AngryCentaurGaming - Jeremy Penter Wait for Sale ~ Wait for Sale This is actually a 'Wait for Sale'. Make no mistake, I loved a good deal of this game and travelling across this world is so frigging awesome-looking. Unfortunately, that's offset by a battle system that just wasn't as slick as say Zelda's, which I think it's trying to crib from, and the bugs that obviously got in the way. The game looks absolutely beautiful at times, but it does have a couple issues with pop-in and so forth. I think this is a title that, with a couple of patches, really could make me enjoy the part of the game that the game wants you to enjoy the most when it comes to change, and that is the battle. It just has some issues right now.
Eurogamer - Christian Donlan Recommended ~ Recommended Assassin's Creed returns and its vast and evocative Egypt inspires wonder - even if much in the game remains familiar. PS4
GamesRadar+ - Louise Blain 100 ~ 5 / 5 stars As beautiful as it is deadly, Origins' Egyptian playground is finally everything you wanted the Creed to be.
Saudi Gamer - سندس الخباز - Arabic 100 ~ 10 / 10 Assassin's Creed Origins took an amazing new direction with a brand new story, new world, and new hero. The story is quite epic and it presents some of the most important historical events and characters in Egypt. I loved the variety of targets and how each boss has a complete different approach that changes the combat strategy and gameplay. PS4
GameSpace - GameSpace 97 ~ 9.7 / 10 Assassin's Creed Origins is a breathtaking sensorial odyssey. It is the MMO I have been waiting for without the MMO part and boy would my heart skip a beat if it were massively multiplayer online. Ubisoft has won a new superfan. PC
SA Gamer - Garth Holden 95 ~ 9.5 / 10 Moving away from the industrial sausage machine to a bespoke creation oozing with attention to detail, history, love and satisfying combat, Ubisoft is back in the ring, ready to take on other open world contenders. PS4
Oyungezer Online - Utku Çakır - Turkish 93 ~ 9.3 / 10 It's a magnificent restart for the Assassin's Creed franchise. Origins slowly but surely follows in the footsteps of The Witcher 3. PS4
Forbes - Paul Tassi 93 ~ 9.25 / 10 Assassin's Creed Origins improves from its past few installments in almost every way, yet it never quite reaches the heights of the games it tries to emulate. PS4
Hobby Consolas - Álvaro Alonso - Spanish 92 ~ 92 / 100 Origins can pretty much be considered one of the best entries in the series (if not the best) for introducing a myriad of changes, all for the best, and making the series advance in the same way Assassin's Creed II did back in the day. Put it into a sarcophagus next to the pharaohs, because this game is worth of the Valley of the Kings. XB1
IGN Middle East - Islam Ibrahim - Arabic 92 ~ 9.2 / 10 Ubisoft has promised that Assassin's Creed Origins will bring the series back to its roots, but it surpassed its roots. It provided amazing RPG system and led us to a journey we would never forget in Ancient Egypt. PS4
Critical Hit - Noelle Adams 90 ~ 9 / 10 Assassin's Creed Origins is a pharaoh's tomb chock-full of shiny treasures for gamers, especially those fascinated with Ancient Egypt. The side quests may feel a little repetitive, but the credible, nuanced characters and diversity of the main plot make up for it. And with so much to explore and do in its jaw-dropping setting, Origins is exceptional. PS4
Gameblog - Julien Hubert - French 90 ~ 9 / 10 If Assassin's Creed Origins is not perfect, it perfectly understood what it had to do to regain the hearts of the players and fans of the series. In addition to delivering the mysterious and fascinating ancient Egypt on a silver plate, in an absolutely gigantic open world, full of activities and secrets to discover, it succeeds in transforming its gameplay by brilliantly integrating RPG elements and completely renewing, with no less talent, its combat system. It will literally absorbs you for dozens and dozens of hours. Assassin's Creed Origins succeeds in taking care of its fans and its fundamentals, while starting its own revolution. We can only hope that the next episodes will keep this momentum. XB1
Digitally Downloaded - Matt Sainsbury 90 ~ 4.5 / 5 stars This is the best game in the Assassin’s Creed series. That extra year of development time has really helped Ubisoft find its creative centre again, and craft something that feels both fresh and energised. I could take or leave the shifts in gameplay to make this more like the loot-grind RPG-likes that dominate blockbuster game development now, but when Ubisoft is playing so beautifully within a fascinating period of history, all I care about is how utterly engrossed I am with the storytelling. PS4
IGN - Alanah Pearce 90 ~ 9 / 10 Assassin's Creed Origins is a deep-dive into a truly stunning realization of ancient Egypt, with a rich series of cultures, genuine characters, and more mission variety than any other game in the series. The combat is challenging and thoughtful, and while the loot system doesn't match up to games like Destiny 2, there are enough different weapon types and enough enemy variety to keep you swapping between weapons, catered to the situation. The RPG elements encourage challenges of their own, and even despite a handful of bugs, I desperately wanted to keep playing. PS4, XB1, PC
Game Revolution - Paul Tamburro 90 ~ 4.5 / 5 stars The extra year of development time paid off and ensured that Assassin’s Creed Origins likely wouldn’t underwhelm its audience by repeating its past sins. Instead, it modernized itself by adopting a more open structure and intuitive set of controls and gameplay systems, effectively marking a new chapter in the franchise. It’s fitting that Origins showed the birth of the Assassin’s Creed while also indicating the much-needed rebirth of the Assassin’s Creed series. XB1
Eurogamer Italy - Lorenzo Mancosu - Italian 90 ~ 9 / 10 Assassin’s Creed Origins is one of the best open-world action games of this generation. The setting is quite evocative, the plot is engaging and there are also good endgame activities. The Creed is reborn. XB1
Press Start - Brodie Gibbons 90 ~ 9 / 10 I fell out of love with Assassin's Creed a long time ago, but Origins has recaptured the magic that made the series a powerhouse all those years ago. With its humble protagonist, whose outlook on life is clouded by relateable and crushing heartbreak, and a world so detail-rich, it's hard not to be floored by everything Origins manages to be. Assassin's Creed Origins is the definitive action-adventure game of the year. It's a wild power fantasy that satisfies not only a curious thirst for knowledge but both bloodlust and wanderlust to such lengths it's almost gluttonous. PS4
IGN Spain - David Soriano - Spanish 90 ~ 9 / 10 Assassin's Creed Origins manages to combine familiarity with revolution. Its RPG mechanics, new combat system and equiment management make you feel a fresh enough experience. The map is huge, beautiful and detailed, supported by an outstanding artistic direction. Unfortunately, the narrative fails to captivate us to make it closer to perfection. XB1
EGM - Ray Carsillo 90 ~ 9 / 10 Assassin's Creed: Origins delivers a robust experience that mixes up the traditional Assassin's Creed formula in a way that's fresh and fun to play—but which also harkens back to the series' roots in some welcome ways, too. It marks an evolution fans might not have even known they were waiting for, delivering one of the best overall experiences we've seen yet from the series. PS4
Twinfinite - Ishmael Romero 90 ~ 4.5 / 5 What we have here is a game that is more than it seems. Origins is a fitting title because there are a lot of beginnings to witness, many of which will pique the interest of lore aficionados. PS4
Cheat Code Central - Sean Engemann 90 ~ 4.5 / 5 stars Assassin’s Creed is one the greatest action-adventure franchises out there, though its hidden blades have been dulled of late from overexposure. After its brief sabbatical, Assassin’s Creed: Origins enters the arena glistening in the Egyptian sun with quality and quantity. Whether you’re a devout member of the Creed, someone who’s fallen off the hay wagon, or even a prospective new member of the Brotherhood, this is the time to dig your blade deep into a succulent new Assassin’s Creed.
We Got This Covered - Jon Hueber 90 ~ 4.5 / 5 stars Assassin's Creed Origins is a triumph, taking the series back to the beginning and allowing players to partake in the genesis of the war between the Templars and the Brotherhood of Assassins. PS4
GameSkinny - Sergey_3847 90 ~ 9 / 10 stars Assassin's Creed: Origins takes all the best elements of the action-RPG genre, and gives you a complete freedom to use them all in the gorgeous setting of the Ancient Egypt. PC
Gamestar - Dimitry Halley - German 89 ~ 89 / 100 Although Assassin's Creed: Origins doesn't overcome the Ubisoft-formula, it perfects it into an excellent open-world adventure. PC
Pure Playstation - Kyle Durant 88 ~ 8.8 / 10 Ubisoft needed to recapture the magic that made the series great in the first place, and it seems it has done so. It's just all the quintessential problems within said magic tag along for the ride. PS4
GamePro - Linda Sprenger - German 88 ~ 88 / 100 Assassin's Creed: Origins is formulated, but because of the great story and the motivating RPG system it is the best part in a long time. PS4
Areajugones - Christian López - Spanish 87 ~ 8.7 / 10 Assassin's Creed Origins performs remarkably in every aspect and shows a final and finished product, leaving behind the ghosts that had this franchise. It's a title that every fan of the series should play, because it correctly maintains the essence and implements fresh and fun elements to the series. To sum up, Assassin's Creed Origins is the renewal that the saga needed. PS4
Atomix - Pamela Lima - Spanish 87 ~ 87 / 100 Besides some minor technical and A.I. issues, Assassin's Creed Origins merges up as an astonishing, dynamic world where Bayek begins the history of the franchise. It surely represents a great way to celebrate 10 years of Assassin's Creed and a redemption chance for Ubisoft as a developer. PS4
COGconnected - Erin Soares 86 ~ 86 / 100 If you’ve been a fan of the series since the very beginning, let your faith in the series be restored, because Assassin’s Creed Origins is definitely the best title to come out of the popular series in a long time, if not ever. While there are still a few issues to be found within the game, the majority of problems found within the last few iterations in the Assassin’s Creed series have been replaced with nothing but beauty and adventure. Ubisoft has brought us a not only a captivating story in the perfect setting of Ancient Egypt but also a graphical masterpiece that is nothing short of breathtaking. PS4
DualShockers - Noah Buttner 85 ~ 8.5 / 10 Assassin’s Creed: Origins may not be as revolutionary of a release in the open-world, action adventure RPG genre as The Witcher 3: Wild Hunt or The Legend of Zelda: Breath of the Wild, but it does provide an expansive single-player experience, filled with hours of memorable content without having to purchase anything extra. Assassin’s Creed: Origins is the most memorable entry in the series in years, answering age-old questions like “why are assassins missing their ring fingers?” and is an excellent game to start with if you’re a newcomer. While the story wasn’t consistent in quality throughout the entire game — and I didn’t know what was going on or what the stakes were at times — it culminates in a payoff that any fan of the Assassin’s Creed franchise will nerd out about for a long time. XB1
Game Informer - Suriel Vazquez 85 ~ 8.5 / 10 Expanded progression, open-world freedom, and a fascinating backdrop make for an enticing origin story. XB1
Spaziogames - Yuri Polverino - Italian 85 ~ 8.5 / 10 Assassin's Creed Origins is a beautiful open world action-adventure game, a real reborn for the Ubisoft saga made possible by a fresh new combat and quest system. The story is passionate and the character of Aya is very cool. Perhaps the game is not perfect and had some trouble of game design, but we can surely say that is very good and a perfect way to follow for the next chapter.
PlayStation LifeStyle - Ahmed Mohamed 85 ~ 8.5 / 10 Assassin’s Creed Origins blew my expectations away in so many areas, but there’s still something missing that made the likes of Assassin’s Creed II and Brotherhood so special. However, this is most definitely the best title since then, and one that I’ll be jumping back into very soon. The new combat system makes for some incredibly satisfying moments, while the design of the world is only matched by the likes of The Witcher III. Ubisoft Montreal can be proud knowing that they’ve delivered a level of AAA-production that likely won’t be seen again until Cyberpunk 2077 rolls around, but there’s just that last leap of faith that needs to be made to once again deliver a generation defining game. PS4
SegmentNext - Omar Majeed 85 ~ 8.5 / 10 Assassin’s Creed Origins is a step forward but not a complete overhaul of the franchise.
Polygon - Colin Campbell 85 ~ 8.5 / 10 In essence, Assassin’s Creed Origins is much the same game as the original Assassin’s Creed, which came out a decade ago. It’s a formula that people like to play, and it’s certainly been honed and improved over the years. Origins is, then, undoubtedly the best iteration of this formula yet. But I yearn for a fresh approach and new ideas, something that astounds the senses as much as the wondrous world this game inhabits. XB1
IGN Italy - Gianluca Loggio - Italian 85 ~ 8.5 / 10 A new beginning for Assassin's Creed, with a lot of new elements. Not a perfect game, but a good open world with marvellous locations. PS4
GearNuke - Khurram Imtiaz 85 ~ 8.5 / 10 Assassin's Creed Origins manages to rejuvenate the series with a solid foundation built on a fun combat system. PS4
GamingTrend - Hunter Wolfe 85 ~ 85 / 100 Assassin's Creed: Origins is as much a departure as it is a homecoming. Revamped combat mechanics defibrillate the series with much-needed challenge. The guided open-world design encourages and rewards exploration unlike any Assassin's Creed game before it, and takes place in one of the series’ most memorable settings. But at the end of the day, and despite some growing pains, Origins is a culmination of the best aspects of the series. And for that, some hiccups in the transition to full-fledged RPG are a fair trade. XB1
Stevivor - Jay Ball 85 ~ 8.5 / 10 The best in the series, by far. PS4
Player.One - Zulai Serrano 85 ~ 8.5 / 10 Assassin's Creed Origins is a much-needed reboot for the franchise. Its massive areas to explore not only look better than ever, but will keep you entertained for for a long time.
Reno Gazette-Journal - Jaosn Hidalgo 85 ~ 8.5 / 10 Assassin’s Creed returns with a polished take on the franchise’s mechanics as well as stunning visuals and vistas that will make you feel like a virtual tourist of Ancient Egypt. The gameplay itself doesn’t stray much from the classic formula, which can be good or bad depending on your view of the series’ gameplay. Improved combat, however, combined with a nicely crafted world and an intriguing protagonist make Assassin’s Creed Origins a worthy entry in the long-standing franchise. XB1
PC Gamer - Christopher Livingston 84 ~ 84 / 100 A brilliant setting, new systems, and familiar features blend together for a strong prequel to the Assassin's Creed series. PC
TheSixthAxis - Gareth Chadwick 80 ~ 8 / 10 After taking a year off, Assassin's Creed is going through a transitional period and taking players back to the very founding of the Brotherhood in Ancient Egypt is symbolic of that. The vast new setting, the improved combat system and moving the series towards being a real action RPG have injected this series with a new life. PS4
Gaming Nexus - Randy Kalista 80 ~ 8 / 10 Origins was worth taking the year off. Egypt will be hard to top as a location. The series' dry, ironic, corporate sense of humor is still dull. But nobody can beat Assassin's Creed's architectural history lessons, even if you're still just stabbing folks and jumping out the window while you're sightseeing the entire timeline. PS4
GamingBolt - Pramath 80 ~ 8 / 10 Almost at the cusp of true greatness, but not quite there, Assassin's Creed Origins is nonetheless a rousing adventure that truly manages to reverse the franchise's momentum after the double whammy of Unity and Syndicate. PS4
Hardcore Gamer - Adam Beck 80 ~ 4 / 5 The extra year of development has helped Assassin's Creed as a whole, as Origins is the next level for the series. XB1
Worth Playing - Chris "Atom" DeAngelus 80 ~ 8 / 10 Assassin's Creed: Origins manages to be both experimental and safe. It tries a lot of new things, but it never ventures too far from the Assassin's Creed formula. There's a lot of potential in Origins, and it'll be exciting to see how the new features evolve in future games. Fans of Assassin's Creed should find a lot to like, and it may be time to revisit the battle between the Assassins and the Templars. PS4
Gadgets 360 - Rishi Alwani 80 ~ 8 / 10 All in all, there's more than enough to give Assassin's Creed Origins a go. Revamped combat, a fantastic representation of ancient Egypt, and a world crammed with things to do, Assassin's Creed Origins is a return to form of the franchise that has us optimistic on what to expect next. PS4
TrustedReviews - Jordan King 80 ~ 4 / 5 stars Assassin’s Creed Origins is the revitalisation I was desperately hoping for. My cautious optimism has been rewarded by an excellent open-world adventure that could lead to an exciting future for Ubisoft’s blockbuster franchise. While it lifts its finer ideas from other open-world titles, it executes them well enough to form a whole that entertained me for hours and hours. It’s a shame the narrative eventually jumps the shark, or this could have been something truly special.
Destructoid - Chris Carter 80 ~ 8 / 10 I was really torn in assessing Assassin's Creed Origins, as it hits several of the same lows as the rest of the series, with its sometimes uneven mission structure and janky physics. But given that they now have the formula down to a science and didn't rush it out the door, all of that is a little easier to deal with than its predecessors. It was a big risk trying so many new things at once, but it worked, and the setting carries it. PS4
Shacknews - Chris Jarrard 80 ~ 8 / 10 ACO has almost everything going against it, and somehow managed to win me over. Just moving along in the game world is rewarding on its own. PC
Attack of the Fanboy - William Schwartz 80 ~ 4 / 5 stars Not completely back to the drawing board, Ubisoft takes some of their better old ideas and blends them with new ones to make one of the best Assassin's Creed games to date in Assassin's Creed Origins. XB1
Leadergamer - Alper Dalan - Turkish 80 ~ 8 / 10 That's how you surpass your roots. PC
VideoGamer - Alice Bell 80 ~ 8 / 10 Assassin's Creed Origins has vastly improved combat and an astoundingly beautiful world to explore, but it felt a little afraid of going all in with its new direction. PS4
TrueGaming - خالد العيسى - Arabic 75 ~ 7.5 / 10 Assassin's Creed: Origins is a good gaming experience with a lot of content but the story failed to impress, and while the game changed a lot of thing, it didn't bring anything new for the open world genre. PS4
GameZone - Daniel R. Miller 75 ~ 7.5 / 10 Assassin’s Creed: Origins is truly unique compared to its predecessors, though as an Action RPG, it replicates many of the same mechanics you will find in its contemporaries. Regardless, it is a lovingly crafted world worth exploring. PS4
CGMagazine - Cole Watson 75 ~ 7.5 / 10 Assassin’s Creed Origins brings Ancient Egypt back to life with the best sandbox world Ubisoft has made to date. However, a half-baked combat system and poor RPG mechanics sour parts of the experience. PS4
GamesBeat - Stephanie Chan 75 ~ 75 / 100 Assassin’s Creed: Origins offers a rich world and a compelling story at first, but it’s waylaid in part by the repetitive side quests and a weaker second half. If you’re hoping to learn more about the Animus and Abstergo, then you’ll be disappointed because you’ll spend most of the game in ancient Egypt. But if you just wanted to show up and kill some dudes while touring the pyramids and gawking at the splendor of Alexandria at the height of its glory, then you’ll come away satisfied. PC
New Game Network - Alex Varankou 73 ~ 73 / 100 Assassin's Creed Origins does enough things differently to warrant a look, but there is still something left to be desired. It's a lengthy game in a huge and varied open world that provides a foundation for what's to come, but it doesn't quite offer the breakthrough that the series was probably looking for. XB1
Easy Allies - Michael Huber 70 ~ 3.5 / 5 stars Assassin’s Creed Origins isn’t the reinvention of the prolific franchise that many had hoped for. Instead, it refines the formula put in place a decade ago while telling an important story about the Assassins. Ancient Egypt is a compelling playground to explore, and the RPG elements make it easy to stay engaged. If you love the franchise, Origins is an easy recommendation. Just don’t except much change. Written XB1
GameSpot - Alessandro Fillari 70 ~ 7 / 10 In charting out a new storyline and the largest setting for the series yet, Assassin's Creed Origins makes a few stumbles along the way. PS4, XB1, PC
Paste Magazine - Garrett Martin 70 ~ 7 / 10 Like real life, this game will overwhelm you. The key is to find your own way through it as best as you can, whether it's beelining straight to the next key milestone or taking the time to wander and discover both your neighbors and yourself. It's a familiar adventure, but not a forgettable one.
Slant Magazine - Justin Clark 70 ~ 4.5 / 5 stars Assassin’s Creed has been reinvented, and while Origins doesn’t necessarily push the envelope, it does set a strong stage upon which future titles are better equipped to do so than its predecessors ever were. PS4
M3 - Viktor Eriksson - Swedish 70 ~ 7 / 10 With Origins Assassin's Creed is better looking and bigger than ever, but the series still has a long way to go in things like story telling and mission design. PS4
PC World - Hayden Dingman 70 ~ 7 / 10 There’s a wondrous world to discover (or at least a wonderful Egypt), an enormous sandbox with plenty of forward-thinking systems to build upon. Now Ubisoft just needs to find a protagonist to make the next journey worth it. PC
RPG Site - Kazuma Hashimoto 60 ~ 6 / 10 Embracing a more RPG approach, Origins's engrossing open world experience is marred by persistent glitches and a narrative that suffers from poor pacing. PS4
Digital Trends - Mike Epstein 60 ~ 3 / 5 stars Assassin’s Creed Origins is what happens when you make a game without a vision for how players are supposed to engage with it. So many of the changes made to the game feel as if they were made in a vacuum, without a question as to whether they make sense together in the context of a long-running series. Not all games need loot. Not all games need RPG mechanics. As this franchise turns the corner into a new chapter of its never-ending tale, its developers would be wise to keep in mind (and pay a certain reverence) to what made the series special in the first place. While Origins keeps alive its narrative, the series’ most important component, there are certain mechanical elements of the series that deserve the same unequivocal respect.
Metro GameCentral - GameCentral 60 ~ 6 / 10 A missed opportunity to reinvent the Assassin’s Creed franchise, which offers only incremental improvement and too many old problems. PS4
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This Week At Bungie 2/14/2019

Source: https://www.bungie.net/en/News/Article/47630
This week at Bungie, Lord Shaxx is screaming sweet nothings into our ears.
With the return of Crimson Days, flowers fall again in the Tower. Love is in the air. Lord Shaxx is handing out rewards in exchange for Confectionary Hearts. Go see him to load up on bounties, grab a date, and join the dance.
Pair up, Guardians. Crimson Days is here.
💘 https://t.co/JiJUhCloAb pic.twitter.com/0dYtqytuWy
— Destiny The Game (@DestinyTheGame) February 12, 2019
If you want the full scoop on Crimson Days, it’s all right here. Crimson Days will continue until the weekly reset on February 19, so finish those bounties while you can. There is a max-Power Bow to be won by you and your partner!

Trials

Ever since Trials of the Nine went on hiatus back in Season 4, many of you have been asking when it will come back and how it will be evolving. We still don’t have a timeline for when it may return, but we do want to give you an update on our current thinking about Trials. Here is the team to fill you in.
Destiny Dev Team: As longtime Destiny players know, Trials of Osiris was released in May of 2015 as the original high-stakes weekend PvP event. Trials had an amazing impact on our game and our community. It was a pinnacle venue for players to show off their best skills, strategies, and gear. The 3v3 elimination mode combined with the card system created the coveted reward of earning a trip to the Lighthouse.

With the introduction of Trials of the Nine in Destiny 2, we made a few changes to the formula which never really hit the same mark. We were unhappy with its role in the ecosystem. The new activity wasn’t achieving the goal of bringing the community together every weekend. Both Destiny and the online PvP scene have evolved since 2015, so we don’t believe that bringing back the 2015 version of Trials of Osiris would accomplish what our goals are today.
Until we have a solid prototype for a pinnacle PvP endgame activity, Trials is staying on hiatus indefinitely and will not return over the course of the next few seasons. When we have those new plans ready, we’ll be sure to share them with you.

Ironing Board

Next week, after the rose petals have been cleared out by the sweeper bot, Lord Saladin will return to the Tower with a competition fit for Iron Lords. He’s missing out on Crimson Days, so he’ll make up for it with another round of Iron Banner. This is the final Iron Banner for the Season of the Forge, as well as your last chance to collect the Iron Fellowship armor set before this vendor is refreshed next season. The Crimil’s Dagger Hand Cannon and Hero’s Burden SMG will continue to be available next season as post-match drops and rewards from Saladin.
Take a look at the weapons Saladin will have available in his inventory next week.
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Iron Banner
Begins: February 19, 2019
Ends: February 26, 2019
Make sure you turn in all of your completed bounties before the end of the season. When the Season of the Drifter begins, they will be removed from your inventory. Your Iron Banner tokens will persist into the next season. Good luck out there, Guardians!

Love Shaxx, Baby

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Come rain, sleet, or snow—lots and lots of snow—the Player Support Team will always be there monitoring the Help forums and diagnosing issues.
This is their report.

Crimson Daze

In case you didn’t know it, Crimson Days has returned to Destiny 2. Lord Shaxx invites all players to engage in jolly cooperation, by forging their bonds in the Crimson Days Crucible playlist.
If you have yet to jump into this playlist, don’t worry. Listed below are the key features you should be aware of that set this playlist apart from the standard Crucible experience.
  • Player Count: Crimson Days Crucible is a 2v2 experience. Players can jump in solo if they choose, or in a pre-made fireteam with a partner.
  • Reunited: Reunited is a special buff that increases the recharge rate of Guardian abilities for teammates who stick close together.
  • Falling Apart: Falling Apart is a debuff that grants enemy teammates waypoints to your locations when you and your teammate drift too far apart.
  • Vengeance: Vengeance is triggered when a player's teammate is defeated in combat. For a short time, the surviving player is granted significantly increased ability regeneration and receives a small portion of their health back.
If you’re looking for more information on Crimson Days, have a look at our Crimson Days Guide. Players who encounter gameplay issues should report them to the #Help forum.

Destiny 2 Update 2.2.0 Resolved Issues Preview—Part 1

With Season of the Drifter inbound, we’d like to kick off a new conversation on the current player-impacting issues that are expected to be resolved with Update 2.2.0 in early March.
These issues include:
  • Black Armory Key Mold: Players can obtain the Black Armory Key Mold only on their first character to receive it from Ada-1. More info can be found here.
  • Dreaming City Chests: Dreaming City chests do not count toward the Black Armory Key Mold objective.
  • Obsidian Accelerator: Obsidian Accelerator consumables do not recover to the postmaster when the player’s inventory is full.
  • “A Cold Wind Blowin’”: The emblem “A Cold Wind Blowin’” cannot be reclaimed from the Collection if stowed.
  • “Relic Rumble”: The “Relic Rumble” Triumph does not accurately list its completion requirements.
    • [Editor’s Note: This Triumph unlocks when players complete the Nightfall strike “The Corrupted” by defeating Sedia using no more than two relics.]
  • Character Boost Completion Rewards: Characters who use a Level 30 boost are not granted their class Sword or emblem if they have not already completed the Red War campaign.
  • Base D2 Crucible Rewards: Players who own only the base Destiny 2 game can receive rewards from Lord Shaxx’s rank-up packages that drop at Year 2 Power levels, which cannot be equipped.
  • Collection Counter: The Collection badge counter incorrectly only counts 10 badges instead of 11.
Check back next week for part two of our Resolved Issues Preview. For the full Destiny 2 Update 2.2.0 patch notes when they are available, players should monitor our Updates page.

Popped Corn

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Welcome to yet another edition of Movie of the Week. This is where we feature you! Every week we pick a few of our favorite videos created by the community and share them here for all to see. The creators of said video get a special emblem for their effort to boot! Here are this week's winners.
Movie of the Week: Shattered Throne Flawless Solo No Hud Run
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Honorable Mention: RISE
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News about Destiny is random and light this week. Winter visited in the Pacific Northwest and blanketed all its splendor with an immovable object. We don’t tend to maintain the irresistible force of a fleet of plow trucks for the one week out of the year that looks like this, so earlier in the week, we hunkered down with our laptops and waited for the whole thing to blow over. That doesn’t mean that our progress has been interrupted. We’ve been working from our homes to prepare for next season and are back in the office now as the white fluffy powder devolves into a brownish mush. Season of the Drifter will arrive on March 5 with some exciting evolutions for your Guardian lifestyle. We’ll begin that conversation soon…
Between now and then, you have a few weeks to reap all the rewards from Season of the Forge. Have you got the new Bow? I’ve got mine. I’m having a great time in Crimson Doubles. Keep an eye out this weekend and you might see me out in the wild. Enjoy the rest of Crimson Days!
<3 Cozmo
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[Box post & farewell] As far as I go on the waving seas

The following wall of text is something I started working on when I was around 850 (?) days of login, as I'm at 935 many things occured, some I even predicted and now I can't be helped but laugh at it while I re-read and edit this.
Anyway, what I originally wanted to make was a sum of my experiences gathered in a considerable amount of time spent playing (I spent a year on GLB before moving to JPN) and pack it in a story fashioned way to make it more enjoyable.
So, for the sake of the original Opus Magni I started I'm going to save as much as I can while scrap some things and add some thoughts here and there. I hope it doesn't take me another 100 days, lol. PS: Note for non european readers, this is the date format I used in this post: dd/mm/yy.

PART I: A NEW DUSK
I used to hate this game.
PART I (v. 1.1): A PIRATE BY CHANCE
I really did hate this game. Let me tell you why. Three and more years ago, when life was easier, Blizzard didn't fuck up and vgas prices weren't inflated by that thing called mining, there was this group of lifelong friends carelessly fooling around like they always did when gathered together. Like in every low budget manga or D&D campaign, we had a character archetype for every one of us: there was the shy and sensitive boy, the tough guy, the goofus, the jolly, the madlad and the lifecoach. Pretty standard right? Well, there was this other guy, kinda socially awkward - but we still loved him - who had still fuckin has the terrible habit of playing anything with the volume on; and I'm talking about yelling volume level. So whatever we were doing - say hanging out with other people, eating, talking, playing together - you would always hear this battle theme and these *pow*, *bam*, *dash* coming from his phone. Everything of this game annoyed me thanks to him lol.
Now, at the time three of them were actively playing the game and every now and then they would start chatting about it. So there I am, my first memories to come out when I think about this game is this friend of mine tapping on his phone, hoping to drop Laboon in Twin Capes. And this other friend explaining me this breaking ground strategy of building these amazing zombie teams to beat the hardest content. You can guess the content.
After convincing me to give it a try, I started playing it on my mother's tablet, but after a couple late night sessions I gave up, feeling it was to awkward to play on such a big screen. Though I wont forget bringing home one of - if not the - best qck slasher characters of the time: Kuro.
PART II: SETTING SAIL
It took me a couple months get back to my sailor life. Yet it felt like nothing had changed. After all, we are talking about pre-redemption global here, but this is a metter I'll discuss later. So, there I was, with this new flaming android smartphone, a 4000 mah battery and the personal challenge to see how long it would take me to burn it down from 2.5 days of autonomy to half a day. It took me three years, Xiaomi phones are good..
Oh man! What a blast it was! Walking through One Piece story six perfects at the time, losing against story Crocodile and ending up stucked at Eneru. Only a friend Rayleigh and a luckily pulled Vista could make me see the Shandora bell ring once again.
I know, I know, all cool but what about the main attraction of the game? The soup fest? Well, from my first experience with the game my habits had changed: from "pull every 5 gems you got" to "pull every 5 gems you got exclusive on sugofests". So my friends told me, and it worked wonders. I got SW Shanks on a summer morning. It costed me 35 gems. At the time you could only do single pulls. And sugo videos on youtube used to be longer than the LOTR trilogy. Looking back now I kinda miss the feeling, it was almost like pulls had a different value back then, with the whole process taking more time. Now it's a matter of five seconds and 50 gems are down the drain.
Going back to my first red, damn I was so excited, moreover it was Shanks, ma boy, rocking in.. What the actual fuck is that outfit? What? A movie themed characters? We do these things too now? Well if it's so... Anyway, a 2.75x - scaling *cough* - CA was no laughing matter to me and sure made my turtle times better. You know, goin from the TND marine team to a legend team whose colour was strong against the only type of turtle we had back then without waking up in the middle of the night felt amazing, like real progress. Though it took many tears and curses to max Shanks, since there were no psy turtle times and keys and jewel porks were one of the few ways to get him some exp. God bless friend games, which I was lucky enough to do with my irl friends ("What chest do you have this week? I've got the silver one and you? Bronze? Cool, I need cola!" <--i'ts not a 2016 joke) most of the times. Otherwise I'd meet at the Effeil Tower with anyone else in here I guess.
Life was good, event/fortnight pacing was as slow as it would have been for another year but it wasn't of my concern yet. I was too low level to experience the never coming - and i'm talking about months! - rigged skill up events (always coming after raid Ivan) and lived the layback life.
6* Mihawk came after a couple months. Damn, I was lucy back then! And I guess Bandai noticed it, since after that it take more than a year to get my 3rd legend. I can't make a perfect timeline of the events, since it's been a life ago and the account is long gone, but I remember how things escalated.
PART III: GOOD TIDES, BAD TIDES
It didn't take much to go in beast mode. Afer all I had been forged in heavily farm based mmorpg, being a Monster Hunter enthusiast since FU (though I first tried it on ps2). I started farming anything I could in the hardest possible way. I'd always go for 70 copies of a given character, all in one day, no one would have ever dreamed about a double stamina-drop option, no one was that genius. Seventy runs, without being able to skip any special animation and no certainty of being able to max that character's skill with those many copies. What a madlad I was. Yeah, I remember going 8/70 on raid Aokiji. 14/07/19 -> It still hurts.
In the end, hard work paid off. As I progressed I took my chance and beat Mihawk and WB forest. Truth to be told G3 was the mvp there, but I would be a scumbag if I didn't say how GPU was as much important. Maxing his special was top priority back than and it allowed you to make the first steps into the end game. How many of you know the old raid progression chart Gamewith made centuries ago? The one starting with Mihawk and MC and having Zephyr being recommended as captain to beat raid Buster Call, lmao. Zephyr: king of memes. I had a turtle that lasted less. It took years to Bandai to make SW Ace teams relevant on GLB. Many shit posts died that day.
Moving forward, I will never forget the day I pulled my third legend.
It was the nigth before my English II exam and I was laying down on the couch chillin' and then I decided to give a shot to this 30th filler banner in a row. Luffy busts in the tavern, a red poster falls down and.. Mr. 0 Crocodile in all his mighty splendor comes out of it. "Glorious" I think. "I can't wait to use him" I also think. It took me a year to first use him. Had to wait for colo Hawkins to be released to have enough relevant cerebral characters to make a team. What do you say? 3D2Y Robin? Dat hoe. Getting a specific character back in those days was hard as hell - even harder if you were f2p - with colour based rate ups banners, you could try to get whatever you wanted but if its colour wasn't the one boosted you'd better drop all your money and hope. Though by experience I can say that sometimes miracles happen.
SPECIAL MENTION: ONE PIECE.. EXISTS!
Never forget 11/07. If you lived it, you won't for sure. Legends want it to be a mistake made by some Bandai employee, a Bob Ross styled happy accident. Sure it was for those who had 99 FP pulls stored. I only had 40, but I was happy nonetheless. Rare recruits in friend pool and friend pool units in RR pool. I recall being surrounded by people murmuring for the upcoming exam while I was in this pull-expand box tantrum. Priorities. At the end of the day Bandai gave off an apologem too and left everything untouched. It still makes me laugh how some random&unknown youtuber of the time condemned the whole thing but after Bandai's official statement on the matter he posted a pre recorded video of himself pulling as well. Fun times.
PART IV: SHOAL WATERS
Nothing stays the same forever. It's one of those rock life facts. Life declines to death, passions wear out, good music stops coming and before you realize you've become your grumpy grandfather. That's how it is.
The end of my GLB journey started with the beginning of the second anniversary. I never experienced such an event on a game, and optc was my first gatcha as well, so I couldn't wait for what was to come.
Five old legends, a fuckton of bowling Zoros and Giollas and 200 bucks less in my pocket.
Ray, Jinbe, v1 Fuji, v1 Boa, Corazon. It hurt so bad. Fuji, the only one I felt game changing was obtained via free pull. While those I got spending money were cheap prizes. Going p2p gave me fruits. But they tasted like shit.
Talking by recent events, it's "funny" how the rates on GLB are still rubbish after all these years.
Somehow I pulled thorugh, ignoring my friends rocking their flaming Sakazukis (unintentional pun) and TS Luffys - the OG powercreep, are you smirking? aren't ya? - and kept on doing what I used to do. It's always been a matter of ruotine in the end: farm this to farm that.
The gears started screeching when Brook&Yorki fortnight came to town. It took me a crazy amount of runs, stamina and time to get 20 Corazon books, only to get 2 skill ups.
You'd think I was upset but that wouldn't describe how I felt. I was numb. I always considered myself an optimizer and it was that moment that I felt how worthless and rng rigged based were my plans. This game wasn't worth that much if I wasn't even sure to get that little I hoped for. "70 copies for 15 skill ups shouldn't be normal, why am I understanding this only now? Why is everybody ok with this? Is there someone who thinks like me? That this isn't a rant or a matter of this is the harder version of the game br0, but a matter of fairness?" I thought to myself.
I had to see it through. That's how I started to lean towards JPN news and discussions. To see how things worked there.
Now I have to say, I had a JPN account already, but I barely used it. The sight of that many fortnights on the extra islands compared to the two you'd see on GLB would have my head spinning. So I simply played it as a side account during GLB dead times. Pulling on random sugos and ironically getting my most wanted/loved characters. Scorching salt for my fresh wounds.
It was around March that after reading about 3rd JPN anniversary happenining in May I decided to give this version a legit try. After all I had nothing to lose. So I started collecting gems and grabbing books here and there just by making wise use of my natural stamina. Needless to say, I was shocked from how easily I could max GPU and WB skills (yeah, my first 5 legends on JPN were, in this order: Goku, Rayy, BB, Kizaru, WB). It took me a year and more to max gpu because his books only dropped - when they dropped - in 15 stamina fn Kuro, and the only other way to level him was with the SH island where you could get base Usopp copies to evolve in GPU and then feed it to your main one. Crazy stuff, right?
In the end the retribution day came. How would a JPN anni fare against a GLB one? Well, let's say that 12 new legends out of 6 multis weren't that bad. Especially when they are pretty good and carry your ass in places where you couldn't dare land foot before. Would you believe me if I said I don't farm skulls since June 2017? I'm sitting on 10+ skulls of each colour thanks to this team I made after the anni sugo and used it to farm every previous raid/colo I had missed. So yeah, v1 Sanji was THE legend for me. I was overwhelmed with emotions I had long lost. Happiness and enjoyment. So The Peaky Pirates (guess the reference), after a year of sailing, moved onto the eastern seas to seek new adventures.
PART V: THE NEW WORLD
Now if you are familiar with jpn mobile games you will notice you can't input long ass names when using the alphabet, while japanese people can. This is because our keyboard letters take more room (bit wise) than japanese's. Or something like that. I read it somewhere but I can't find it anymore, let's just say I had to opt for PkP:re, where "re" stayed for reborn. If you ever encountered someone with that name, you can be 99% sure it was me.
Talking about first impressions, there were so many - improved - aspects of the game that caught my eye. Such as daymo turtles giving 30k exp instead of 22k, up to 3 fortnight in the extra island + colosseums and the rotating raid, better skill up rates, forests, holiday themed events during the holiday in question, not like on global where we would get summer units during christmas and christmas units during summer (LMAO TM Nami happening now) and, ironically, a daily reset/schedule that favoured european players more than GLB ever did and unfortunately still does.
Yet what really hit me was the gem pricing. How can someone go back to GLB when for 40 bucks you could get from 5 to 10 gems more than you'd do with 60? I was sold. Now, stop right there. Don't think this is another tale of addiction&gambling. I used to drop a couple fifty on annis and New Years, but what I want to say is that I was genuinely happy I could invest some money on something I was enjoying without bleeding my pocket out.
So I set sail again, in new unfamiliar waters, with the goodest boy of all times: Sengoku. You would ask why and that could be understandable since by the time I joined JPN TSL was already out, well let's just say that to me, sengoku was still the best legend to start an account with. Let's not forget his CA, a rainbow boost for whatever unit I could get along the way was something I couldn't pass on. After all, it was just a side account in the beginning.
So many years later I don't regret my decision.
PART VI: THE SHALLOW TOP OF THE MOUNTAIN
"Life is all about the journey", "It doesn't matter what you find at the end of the road, what matters is what you feel while walking it". And many more insiprational quotes. To some extend these apply to OPTC too, at least for me. I don't know if it's just me or the game, but in the post months I started losing interest in the game. I feel like a great disturbance in the Force the focus of the game went off balance. I can somehow accept time-consuming modes where you can decide how much effort put into (tho I dislike RR boosters) but I strongly despise how content difficulty is being managed.
When you have been playing this game for as long as me - and maybe even more - you develop the ability to discern what used to make hard a challenge from what does make it now. I call it artificial difficulty. When f2p alternatives become scarce, slow and unreliable, and the uber strong showcased lead you spent a too-much-ton gems on a couple sugofest before gets bound/despaired/silenced/class denied out of the stage while the one which just got released clears it blindfolded.
I left this paragraph untouched because after a hundred days this has become normality on this game. I can't believe it. Call it Kizuna Kessen, recent TMs, anything that falls in the competitive-farming pot has come to this. When I first wrote this, v2 Katakuri's special was yet to get gutted by the new debuff and FCs still had to be special bound for 50 turns
making them useless for f2p users or unlucky pulling players. I don't want to play a game where I have to cash out many times a month and hope to be lucky enough to get the characters I need to keep moving forward. This is what we have come to, and that's one of the reasons why I'm quitting now. This game being a pull fiesta where characters go in the trash bin after a month sure had its weight on my call, but I'd lie if I didn't say that is normal to get tired of something after so much time. Yes I know there are many other problems on JPN right now, but I don't want my goodbye to be a rant thread.
OPTC is my longest-lasting game on the shelf. I've never played a game for this long without taking breaks or calling it quits.
After playing it non stop for two years during highschool and a couple months years later I haven't touched WoW in a year and half and took a long pause from Monster Hunter before and after the release of World. Just to name my most played franchises. For 935 days straight I logged into the game, did what there was to do, talked about it with friends and people here and watched/took part in some drama here and there. God I remember when this community was a shell of what is now. So many things happened to me, to the world and yet everyday I was here and the game at a inch from me.
Now I just can't fathom carrying on anymore. I found myself thinking about quitting many times the last month but I kept trying, giving it a chance but a couple days a go I woke up too tired to even log in. I stopped caring altogether.
I had two tm boosters too but seriously, I just can't do this anymore. I really do pity GLB players, what they get now and keep getting (wtf NA Bandai division) is unfair but if this tide is going to hit them too well, they should probably start packing now, because there will be more content to farm and fewer incentives to do so.

In the beginning, this had to be kinda the happy tale/funny&nostalgic boxpost, so I partially feel sorry for how it turned out. Also I rushed to the ending, but I can't recall any good ingame memories to share after a year and more of mindless grind, I also became quite experienced after my first year on the glb server, so I didn't make mistakes like feeding the wrong CCs to the wrong unit, ending up laughin on the outside and crying on the inside. So, forgive me.
With that said, I wish you the best, because this community deserves it and I hope the new version brings untold QoL updates on both version of the game. Good luck out there guys! Conquer the New World!
A special thank you to my oldest ingame friends whose names I can understand xD. Some I probably carry from day 1 (bold ones):
Rockraid, Crystius27, Persefone (I know you think you are cool because you wrote it in greek eheh), Noris, FlashTS, KYOZ, nipadabe, taku, yono, Ikaros, CptBarto, Sokka the jerkbender, oosh, apologem, CR7, XXIVXIX, Feng lemon, HY, Blama Jama, kcy, Jara and Salty Dogs. I skipped some because I'm still in contact with them, so no need to make 'em cry ಥ_ಥ cause I'm not

Here's my "box", I cut it to just show 6* characters because I'm not cropping 40 screenshots at 00:30 lol. Really you don't want to see all the units (I keep story characters too) and the infinite CC pinguins wall. In fact, by doing so, I can actually make a little F.A.Q., just to make this post a little longer. Because it's totally not 01:47 in my country
-Are you french?
Nope, but I'm a man of culture.

- Whats your top 3 favourite characters?
Marco, BB and Kizaru, in this order. I just wish the last one could get some more love. I'm sure BB will get something soon.

-What's your favourite SH?
When I was a kid I liked swords, so I liked Zoro. I still prefer old Zoro to this serious samurai dude archetype he's become. Growing up I started preferring the only human character which doesn't look/act like a child idol (tho he's worshipped by short people): Usopp.

- What's your favourite dual unit?
Even though I'm the numba one Marco fan in the universe, right now it's Saboala, I would have loved playing with them when I enjoyed the game. Despair removal on switch + 1.5 affinity boost is so good Bandai hates them (that's why they got killed when used as FC on KK eheh)
- Wow you got so many rainbow legends, what was your first one?
It was V2 Boa simply because I liked her ❤⃛ヾ(๑❛ ▿ ◠๑ ) even tho she was already F tier at the time. It took like infinite tms to rainbow her. Tablets were scarce and skill up rate was horrible at the time.

- Wow you got so many rainbow legends, you nolifer, whale, lucky @ss or what?
Actually I stopped going for top 5k (the threshold for getting 2 legend tickets on jpn) a year ago, since I was always getting hot trash out of them. I stopped pulling altogether on tm banners and went all in on the legend x2 ones. It paid off but using a 4.50x team on the final boss for such a long time is a thing only thick skinned people can afford. The tablets rewards got buffed and I got plenty with the anni reward for veteran players. Like 30 or 50, I can't remember. Oh And I fed dupes, because RPs are useless nowadays just like colas and skulls.

-Is that a rainbow TS Luffy? Why is he so while Carrot isn't?
Well, the first KK was busted, many were able to rainbow several legends in a day, and that's what I did. I still have 100+ tablets (mostly defensive ones) and since I had many tsl dupes I said "why not?", he was a best, he deserves some credit. Carrot's lb mostly sucks. The only good one is Crit chance, but since so many legends need it I preferred giving other characters the priority they deserved.

-What is your fondest memory of the game?
It was the fourth anniversary, banner 3 was up and I was in call with a friend ready to do 2 final multis. He asks me what I'm lookng for, I tell him I'd love to get v2 Shanks, v2 Doffy or v2 Ray. Just one of them. He tells me trust him and pull when he says so. So I wait and pull when he calls it. From that first multi I got 2 reds: v2 Ray came first. I was so happy I didn't expect v2 Doffy to be the next one. I started laughing histerically and pushed to the 11th post which was a red as well. "Now Imagine if this is Shanks" I thought. There he was, v2 Akagami parrying at me. I lost it. In front of people walking around as you may find in the park I just lost my shit and started a tantrum in front of everyone. I had to sit down to avoid passing out. When I regained some strenght my friend was still on the other side of the phone, asking me abouut my second multi, "what legend do you miss yet?". "It's a restricted pool" I said. "Only Robin" I told him. He urged me to pull and so I did. Needless to say I walked home with 4 new legends that day. Don't need to tell which one was the last.
And that's how my friend became Katakuri to me.


Thanks for reading, I'll probably stay around for the next day and then vanish or just lurk every now and then. Take care!
submitted by Recodes to OnePieceTC [link] [comments]

Atopos Guide to The Three Mountains with the Shogun Vassal Swarm

Guys, I made it! Last weekend I finally managed to make my glorious Ryukyu dominate the world!
Screenshots:
https://steamcommunity.com/sharedfiles/filedetails/?id=1658876791
https://steamcommunity.com/sharedfiles/filedetails/?id=1658876735
https://steamcommunity.com/sharedfiles/filedetails/?id=1658877062
More screenshots in my steam profile:
https://steamcommunity.com/id/Atopo/screenshots/?appid=236850&sort=newestfirst&browsefilter=myfiles&view=imagewall

I used the Shogun-Vassal-Swarm strategy which with the Dharma DLC also works as Ryukyu. I was always hesitant to do a world conquest (let alone a Three Mountains campaign) because the game becomes boring and tedious once you have grown big enough to fight everyone at the same time because you are just running around fighting rebels caused by overextension and truce-breaking induced low stability. However, using a vassal swarm you can avoid all those painful problems by just giving the land to someone else to care about it. At the end of my campaign I had 249 vassals and not a single time my overextension was above 100%, neither did I have to fight any coalitions. I also wouldn’t have had to truce-break since I was finishing pretty early anyway (1766). Strangely it was also one of my most peaceful playthroughs, about half of my vassals I got through diplomatic vassalization.

TL;DR: If you always wanted to get the Three Mountains achievement but were to lazy or unexperienced to do it, NOW is your time to shine because it will never be this easy again!

There is an awesome video from AlzaboHD that explains how you can become Shogun as Ryukyu:
https://www.youtube.com/watch?v=B90zjERLN6U
It does not really makes sense for to describe the starting strategy since it is described in the video in detail already. If you follow this step by step it should not be hard to achieve although it might take a few tries. It’s vital that you become the siege leader of Settsu, if your allies arrive there first you can already restart. You can place a single unit on Settsu and use the rest to hunt down the enemy. Same goes for Ming if they are still in a different war (e.g. against Oirat) when Ashikaga declares on you, you might as well restart instantly. When the second war begun, support Mings fleet until they manage to land their troops and then land as well and try to direct them to Kyoto. Do not think about entering the island alone. It requires a bit of luck, but I managed it in about 5-10 restarts.

In the following text I will summarize my experiences with the campaign so others might avoid mistakes I made.

First steps as Shogun
After becoming Shogun you should push to discover the New World before 1500. Try to get your first idea group quickly, then set your monarch focus on diplo-points and leave it there for the rest of the game. Seriously, for the first campaign of my life bird mana was actually the most important because you will want to have almost exclusively diplomatic idea groups while you will lose a lot of points for unjustified demands during peace negotiations. Get the exploration group, recruit an explorer and send him away do discover the area north of Japan.
When your first splendor ability comes around pick “Transfer Subject“, it will be your best friend for a while. Not for actually transferring subjects but for its secondary effect, the claim-chain. With that you can reach remote areas you want to conquer without having to constantly wage no-CB wars. Unfortunately, you cannot create claims on your own subjects, so you need to make a claim-chain along the Korean and Manchu coast up to Ainu. Do not place claims directly next to each other, at coasts they only need to touch the same sea tile so you can cross longer distances than inland. Declare on Ainu, conquer their north-eastern province, vassalize the rest. One of the few downsides of the vassal-swarm is that they do not count towards your colonial range, so you need to own that single province yourself (for now). Explore further from there, after you got your first colonist send him to the small island north-east of Ainu. From there you can create a claim on the Kamchadals and remove your colony again (you only need it for one day to create the claim). Conquer them and vassalize their allies. From there you will easily be able to discover Alaska.
Once you are close to 1500 you should consider save-scumming to spawn the Colonialism institution yourself. It is not strictly necessary for this campaign (you could just spread it normally by creating a colonial nation in Alaska) but it helps a lot by giving you an early advantage over your neighbours. However, for spawning institutions regular save-scumming (aka crashing the game when your heir dies in a tragic accident) won’t be sufficient. The game generates a new random-seed (which defines the outcome of all events) every time the game is saved but only inside the new save and not your currently running game. This means that if you keep reloading the same backup save the institution will always spawn in the same city. Instead you need to load your backup save (place backup saves in a separate directory, just to be save) -> play until you do not get the institution -> load the save again -> save and exit the game -> load the new save -> repeat until you get the institution. It’s quite annoying because you need to load the game twice for each try, but it really boosts your campaign.
Besides your exploration plans you can also start conquering already. Just make sure to not overdo it so you will have enough points to reach Alaska before 1500. Manchu tribes are easy targets and since they are close to Japan your vassals might even actively help you. A no-CB war on one of the Philippine OPMs might be required because it’s really hard to reach through claims but is required for boosting your trade income later. You can reach the south-east Asia mainland by building up a claim-chain along the coast of Ming. If they ask you to give up claims happily agree to that (if it is not your “front”-claim) to make the rest of the claim-chain cheaper.

Expanding the swarm
Now, how to actually conquer your enemies? In the early game I recommend the following strategy: While being at war with a nation already create spy networks on their neighbours (your future targets). Fully annex all enemies (if you are lacking range to conquer enemy allies, vassalize them if possible, make them smaller by releasing nations otherwise), then create claims on all neighbouring nations using your already deployed spy-network, then release the nation again. Although it generates more AE than direct vassalization it makes getting claims a lot easier and also gives you a loyal vassal instead of one that hates your guts. AlzaboHD recommends taking centres of trade for yourself. However, I cannot second that. It seems to be a waste of points and a source of rebel problems. Instead I just let all my vassals transfer all their trades to me for pretty much the whole game (as long as it didn’t increase their liberty desire above 50% which it rarely did). I only kept trade company territories and highly developed land (e.g. parts of Ming, France or Spain) to gain some manpower for myself.
While you will most likely follow that approach for some time in the pacific and east Asia you will soon experience a much more comfortable way of getting more vassals. Although you technically do not own a lot of development yourself, your vassal’s development and military strength gets added to yours when the game calculates how much AI nations would like to become your vassals. You will get a combined +50 modifier through higher economic and military strength which enables you to basically peacefully vassalize any nation that has less then 100 development. Using that advantage, I gained more than 100 vassals without fighting them. You will likely start doing this in North America where you have a lot of small nations. Usually nations are hesitant when your borders are far away but contrary to colonial distance your vassals actually count against this modifier. This means you can let your diplomats create a chain of vassals into all directions while you fight bigger nations and split them up. Force everyone to release as many small nations as possible. That way you generate no AE and can immediately ally and a bit later vassalize them. Try to get vassals that grant you access to new areas of interest. E.g. I managed to get Genoa into some war in Africa and force vassalized them. Through their holdings in Italy and eastern Europe I was able to diplomatically vassalize a lot of European Nations including Prussia, the Teutonic- and the Livonian Order.
To vassalize via diplomacy you need to ally a nation and get its opinion up to 190. When you start vassalizing in an area (e.g. if you just released a bunch of nations from a big enemy) you should start protecting them as soon as possible so they do not get gobbled up by bigger neighbours and cannot attack each other. When one of them manages to reach 100 development you will get a -1000 penalty to vassalizing them. Naturally you would try to ally them all at once but beware: Small nations are often rivalling each other which causes a huge “allied to rival” relationship penalty if you ally both. In that case only ally one and guarantee the other. Additionally, use improve relations (+100) influence nation (+25), send gift (+25), give subsidies (+15), offer military access (+10) and proclaim guarantee (+10) to get your opinion up to 190. Take on foreign debt (up to +200) is by far the best one but often not available. Unless you like getting stab-hits or getting your diplo-points drained do NOT use royal marriages (+25). They take up diplomatic relationship slots for a very long time and you will need those to vassalize a lot of small nations as fast as possible.
If you are close to being able to vassalize someone but are still missing a few reasons either try to get closer by vassalizing other nations on the way or increase your diplomatic reputation by using the Sankin Kotai shogun ability or hiring an advisor. This also lowers the liberty desire of all subjects.

Managing the swarm
The vassal-swarm has a lot of pros and cons compared to just conquering all the land for yourself, whereby the pros are a lot more important:
Pros:
Cons:
One important thing to note is that Daimyos, contrary to normal vassals, can attack each other. However, this is only possible as long as you are at peace so always try to be at war as much as you can. That way you will keep your vassals small. Smaller vassals are better because each of them receives the base income and manpower and their liberty desire is lower. However, being at peace and watching your Daimyos fight it out has also some advantages. Whenever a subject declares a war you can “Force Seppuku” as subject interaction. This forces the daimyos leader to commit suicide and gives you 5 monarch points per skill of the new ruler. If you are tight on monarch points and really want this new idea or tech this can help immensely.
As listed above, vassals are terrible at managing rebels. I have seen subjects decreasing autonomy in half their provinces and then getting stomped by huge rebel armies, 5 times bigger then theirs. However, this can be safely ignored in 90% of the cases:
The only time you need to take care of rebels yourself if you have huge separatist stacks from a still existing country that is not your vassal. In that case you risk losing that territory.

Late game
The game can probably be completed without any allies. I still had two though, a big Bengal and a huge Ottoman empire. The latter was especially useful in Europe before I managed to establish a big presence there. I also wanted to leave them until the end to have a last endgame challenge (Spoiler: it wasn’t). However, try to not take to many allies since you will need the diplomatic relationship slots for future vassals.
Eventually Ming will decide that you are to big and powerful to remain a tributary. This is a crucial moment in your campaign. On the one hand you will save a lot of monarch points and gain access to the great power status which makes diplomatic vassalization a lot easier, on the other hand you will have to face one of the biggest threats in the game before you are unbeatable. Since you will likely have not much land yourself around Ming and vassals do not count towards the mandate of heaven it will likely be at 100 and there is not much you can do about it. I build my personal force as big as I could possibly sustain and invaded Ming from the North. I kept my troops together while besieging forts so I could fight off Mings doomstacks whenever they approached while I set my vassals to do sieges as well to get the fort-less provinces occupied. All my vassals to the south as well as my ally Bengal got devastated but I eventually managed to occupy all of Ming. Afterwards there are two different approaches:
  1. Focus on Ming. Sign peace by getting as much money as possible and release some of its nations which you then vassalize. Afterwards attack one of Mings tributaries to drag it into a war again. Keep repeating that until Ming is completely destroyed.
  2. Cripple Ming and eat them slowly. When Ming is defeated do not sign peace immediately. Instead start attacking all their tributaries and annex/vassalize them without them being protected. Once you are done with that take Mings money and release as many nations inside as you can. Without tributaries the mandate (which will have suffered a lot from devastation) will never recover. You can then slowly gobble up more and more Ming land and subsequent wars.
I went for the seconds approach and only finished off the last of Ming during the early 18th century because I wanted to focus on other theatres around the world as well but I think both ways are reasonable.
I colonized huge parts of North- and Central America myself while leaving the east coast and South America to the Europeans. I usually ignored other colonial nations throughout the campaign. During wars your colonial nations and the vassalized natives will take care of them and I rarely took any colonial land during peace negotiations. Only up to 10 provinces in regions I wasn’t present in order to spawn a new colonial nation and get an additional merchant. It is advisable to rather focus on the non-colonial provinces of your enemy because you are taking over their subjects anyway once you fully annex them.
In Africa I kept all trade company land for myself. This boosted my income a lot later on. In the late game I transferred trade all the way from the New World through Indonesia, along India and the African Coast to the English Channel where I earned a couple of thousand ducats. Money is vital for your game. Although your vassals will provide you with a huge force limit you will likely run into manpower problems. Hence you will have to greatly rely on mercenaries (you better get used to the idea of staying at 0% professionalism for the whole game). When finishing the campaign, I had about 750K troops, whereby about 75% were mercs. During the end-game I even recruited mostly merc-cannons which is usually a no-go.
Once you reach Europe try to dismantle the HRE as soon as you can. It gives it members a -75 penalty to diplomatic vassalization. It is also possible to switch to Christian to become Emperor yourself and enact all the reforms to revoke the privilegea. In my game I didn’t try that since the official religion of the HRE was catholic while there were barely any catholic nations left, only Spain and a few German minors. I have no idea how that happened since I didn’t have vision of that area during the reformation. AlzaboHD said in his video that you could convert to Catholicism by event, but this does not seem true if you do not form Japan (which you surely do not want) and stay Shogun. Converting by rebels was not an option since there was not much catholic land left for me to conquer. Anyhow, if anyone ever manages to become emperor and shogun at the same time (Shoguperor), please send me a message. I would really like to know how this can work together.
Client-states, for whatever reason, count towards your diplomatic relationship limit. Because of that I only created three of them during the end-game to take land in the Mamluk, Ottoman and Russian Empire which had lots of land where I couldn’t release nations and which would have increased the overextension of my surrounding vassals a lot.

My idea groups
  1. Exploration
  2. Expansion
  3. Influence
  4. Quantity
  5. Humanist
  6. Diplomatic
  7. Offensive
Starting with Exploration is very important in order to get the institution. However, in hindsight I would have abandoned Exploration after discovering Alaska and replaced it with Expansion which is just better for colonizing. Then I could have taken Influence earlier. Influence is by far the most important idea group for the whole campaign. It contains almost exclusively ideas which are ranging from very useful to absolutely vital:
Diplomatic was the second most useful (which I should have taken earlier as well):
Compared to those two other ideas are completely neglectable for this campaign. I chose exploration and expansion to gain more merchants quickly and collect a lot of trade from Asia. The same can be achieved by conquering some natives instead of vassalizing all of them. Additionally, the ability to create claims on any American and African colonial and trade company regions was nice but not strictly necessary. Quantity I wanted to have to increase the low manpower I was suffering from because I kept giving most land to vassals. This could be replaced e.g. by trade to generate more income or administrative to reduce mercenary costs. Humanist was primary to avoid rebels in regions where I took land for myself, especially in Africa and Europe. But with all those vassals protecting my lands I could have lived without. Offensive I only took to speed up sieges during end-game. The quality of your troops really does not matter because you will overwhelm every opponent through numbers by throwing more and more vassals and mercenaries at them. You will also gain the most amazing generals by conscripting them from your vassals. Especially Prussia was always a good source for nice three-star leaders. Regarding policies I went for ones that increased my colony growth and income from vassals. Except for influence and diplomacy all idea groups can be changed at will according to different playstyles.

Good luck going for the Three Mountains yourself now! Please share your experiences and tell me if you agree/disagree with my strategies and observations!
submitted by Atopo89 to eu4 [link] [comments]

splendor game strategy youtube video

5 TIPS FOR SPLENDOR - YouTube I Never Lose at Splendor  Game Breakers  Strategy - YouTube Splendor - How To Play - YouTube Splendor  Strategy Board Game  First Impressions - YouTube Splendor - How to play and win - YouTube

Splendor is a fast, elegant, and intuitive game in which two to four players compete to build Renaissance Europe's most lucrative and prestigious jewelry business. You begin by collecting raw gems and use those to fund the development of mines throughout the world. Splendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. My Love Affair with Splendor. Within minutes of my first game, a broad smile covered my face. I could see the simple, elegant engine building mechanics of Splendor at work and how the stacks of cards meant each game was going to be different.. I knew Splendor was going to quickly become one of my favorite games. Our latest board game from the Asmondee Bloggers Board Game is Splendor. Splendor is a strategy board game. As a rich merchant of the Renaissance your aim it to buy gem mines, means of transportation and shops. The better the empire you build, the more glory and prestige you earn! The game is designed for over 10years old and for 2 to 4 players. Multiple types of Artificial Intelligence, based on unique strategy behaviors instead of difficulty. 3-minute step-by-step interactive tutorial to learn the game and digital interface. Achievements board. Worldwide leaderboards and rank system by connecting with a Days of Wonder account. Splendor introduces a special game mode, called Challenges. Splendor is a fast, elegant, and intuitive game in which two to four players compete to build Renaissance Europe's most lucrative and prestigious jewelry business. You begin by collecting raw gems and use those to fund the development of mines throughout the world. Once you've mined more gemstones, you must acquire the means to transport them, artisans to shape them, and finally a storefront Splendor Game Review (Ad) Being a game loving family, we have collected a huge number of them over the years, so it never fails to amaze me that we keep discovering brilliant new ones that are unlike any others we’ve played before. Splendor is a brilliant game as it is relatively simple to learn and yet not very easy to win. - An exclusive game mode: scenario-based “Challenges”. - Historically-accurate background stories for Challenges set in the 15th to 16th centuries. - Multiple types of Artificial Intelligence, based on unique strategy behaviors instead of difficulty. - 3-minute step-by-step interactive tutorial to learn the game and digital interface.

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5 TIPS FOR SPLENDOR - YouTube

#splendorhttp://store.steampowered.com/app/376680/🌟-Join my Steam Group: http://steamcommunity.com/groups/GamingTaylor⭐️Twitter: https://twitter.com/DESOLAT... In this video we're going to learn how to play Splendor! If you have any comments or questions, please do not hesitate to post them in the Youtube comments ... Made in association with Asmodee, this week's tips video explains the finer points of prestige-oriented card game port Splendor.APP STORE: https://itunes.app... I have never lost a game of Splendor, and that's not a good thing. There are very few board games that we actually dislike. There are, however, many games th... Here we learn how to play Splendor and discuss strategy ideas on some of the ways to best achieve the 15 victory points in order to win the game. **Pick up S...

splendor game strategy youtube

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