Same! The game itself is just really awesome. It’s basically a cool history lesson with just enough to fidget around to additionally be entertained. It’s long enough and short enough for a nice binge sitting (or a couple dinners) and there’s enough different aspects of 4X (bit of growth, bit of combat, bit of research, bit of lore, bit of building) to nicely come together and satisfy that itch. And all these things go very well together with this channel!
quill and you are wrong about this. quill definitely because he says that tiles on city map are fixed. if you mean there is no choice of city in egypt, missions and trials not random, true. but you played it more than once and didn't notice randomness? don't know if it was fixed at release, doubt it, but almost all tiles (I think 46/48, 1 fixed hi-prod, 1 fixed hi-food) on the settlement map have random base values. initial tribe attitude, tribe resources, and resource quality random and tribe location partly random. if you remove a tribe, the tile has a bonus from their main resource. so you don't know where you'll find the best tiles except for the 2 I mentioned. on the egypt map tribes have mostly random resources. i think most other tile values like for example mining in sinai are fixed. also random are most bonuses from scouting (not random for example food bonus when scouting nile on settlement map). there are random events, droughts, overflooding, harvest etc besides the fixed events that progress the history.
I wasn't gonna comment on it, but then Quill asked for more comments, so... Hey Quill! North on the Nile is downriver, not upriver! Other than that, keep up the good work, great video of a great game.
From a civilization point of view, maybe an area had a lot of people. Some of those people break off and go found another village. But now that means, that new village doesn't have a lot of people, and therefore, needs more people. It's not different from games like Rimworld where a "rich colonist" wants to leave his life behind (where there were a lot of people, or maybe high population created lots of pollution and not enough food), but once he gets to his rim world planet, now he needs more people again to make the new colony survive. Or even games like Banished and Gnomoria. Start with a few people but still need to take on more colonists to grow the town.
@@pershop4950 That's how the city of Rome was built. Romulus had to invite the outlaws and criminals as citizens of the new city of Rome and later kidnap women from a fellow tribe.
how random do you mean? don't know if tiles were fixed at release, doubt it, but almost all tiles (I think 46/48, 1 fixed hi-prod, 1 fixed hi-food) on the settlement map have random base values. initial tribe attitude, tribe resources, and resource quality random and tribe location partly random. if you remove a tribe, the tile has a bonus from their main resource. so you don't know where you'll find the best tiles except for the 2 I mentioned. on the egypt map tribes have mostly random resources. i think most other tile values like for example mining in sinai are fixed.
I find it funny that the colony you start somehow gets a greek name? We do use a lot of greek terms for egyptian things but afaik that's mostly a leftover from when hieroglyphics weren't deciphered.
I guess that settlement is a historic location of some grand Upper Kingdom city but only known by the Greek name from the time around Cleopatra. No wonder, since there was so much time between then and when the first settlement of Egypt was going on that it is most likely impossible to know the proper Egyptian names of many truly ancient things.
Robert The Wise We actually do know the Egyptian name, it was Nekhen. It is a little strange that they used the Greek name, but the hieroglyph above that name represents the city, so I guess that works.
This game really lets me down with the fact that the tiles are fixed, it looks so cool! But really? You couldn't make it different each time? That would make it so much more fun and interesting.
yeah that's gotta be one of the more derpy game titles in recent memory... but it's fun and relaxing to watch, especially with a certain someone's superb commentary :D
This reminds me of an edutainment title I used to play as a kid. I don't really remember what it was, but it had some sort of rollercoaster-minigame and one that dealt with early civilizations that looks pretty similar. Gah, now I want to know what that was xD
26:52 You had 11 food!!! You could have shaved a point off of construction and got it in 8 turns!!! Also, for all those complaining about accuracy and historical content, they use the later Greek and Latin names since they're more common as opposed to the original Egyptian ones with the exception of gods and rulers. Same with the sequel "Old Kingdom". All the other stuff is actually very accurate in terms of timeline and archaeological record once you get to the written period with both games due to them having an actual Egyptology expert helping with the writing and background for the game.
All I have to say is this: Welcome to Hell :) At the higher levels of difficulty, you are going to face problems. Enemies are tougher, they will invade more often, you will be short on resources to survive the game's challenges. Still, it's mighty fun if you can skirt by.
New game! Don't click things so fast, specially when information is being provided. It gives the feeling that you don't want to play the game and you are just rushing thru it...
Looks like a really fun game, but... the tile values are fixed? That's a big missed opportunity for replayability, at least it would have been nice to have the option to randomize from the default setup imho.
This looks great except for the static map. That's a killer in terms of replayability to the game unless you really care about score. Make this into a randomized map (or at least the resources on the map) and you've got a winner.
I loved this game when it was like this. And I bought it. But when it came out of early access it was very different and you have to micromanage every single tile every few turns wich is tedious and not fun.
There's always Cleopatra, the expansion, Children of the Nile, which was the game the remnants of Impressions Games worked on, Zeus & Poseidon, the Greek-themed successor to Pharoah, and Emperor, the Chinese-themed latest and greatest isometric city builder that Impressions worked on before they went down.
I played the greek one, never got to the chinese one. the games were amazing and a great part of my childhood *I built pyramids when i was a kid!! what about you!? :P* but sadly none stood up Pharoah. something glorious about building some of the oldest wonders of the world, and the nile floods and wars and mixing in city planning and seeing the world slowly change after each scenario *seeing towns rise, others fall, hearing of wars and new leaders and etc* A few games have tried to surpass it. but i don't think any has quite captured that joy and wonder for me.
so it s a weaker version of age of empires where you do get random maps and tech and what not ... and you even get to build pyramids and mastaba's ... even can play as rome, egypt and a few others
If you choose warriors in the prologue and atack the seth tribe as soon as possible( you get more soliders with thewarriors option) they wont be able to expant
quill is wrong about this. don't know if it was fixed at release, doubt it, but almost all tiles (I think 46/48, 1 fixed hi-prod, 1 fixed hi-food) on the settlement map have random base values. initial tribe attitude, tribe resources, and resource quality random and tribe location partly random. if you remove a tribe, the tile has a bonus from their main resource. so you don't know where you'll find the best tiles except for the 2 I mentioned. on the egypt map tribes have mostly random resources. i think most other tile values like for example mining in sinai are fixed. also random are most bonuses from scouting (not random for example food bonus when scouting nile on settlement map). there are random events, droughts, overflooding, harvest etc besides the fixed events that progress the history.
Originally this game was called "Pre-Civilization: Egypt" but got in legal trouble after the devs of Sid Meier's Civilization saw the title of this game (and other Pre-Civ games) and had to temporarily remove the games from the catalogue until they changed it to something else. But this game is part of the Pre-Civ games, so that's where that vibe is coming from.
It's less a turn based strategy game than a turn based puzzle game. There's really not much you can choose to do with your civilization other than follow a pre-determined script to fill in a number gauge here and there.
depends on definition of "strategy". can mean "careful planning". it's not as limited as tetris, sokoban, a rubik's cube, a chess problem. yes, goals are mostly fixed, so there is mostly problem-solving, only minor problem-setting. and it's a relatively simple, casual game. but playing on hardest, problem-solving, prioritizing under pressure can be interesting. on easiest, you can breeze through, so less problems, less interesting decisions. "unity of command", ww2 eastern front game, for example is also criticized for being more of a puzzle game mislabeled as strategy because you have fixed operational goals on maps with 20km-hexes and turn limits for those operational goals for best scores. also criticized for being too simplified. but supply lines are key and you still need quite involved planning to best use the many options, consider terrain, weather, reinforcements, reorganizing forces. unfortunately, haven't played the paradox grand strategy titles yet. i think they're very open in setting goals, within the game systems at least.
This is for children, who believe that if a game is new, it is better than before. Come on, just load your games from 1990s. Games are always started over By new poor indie companies without the benefit of time or resources. Even if the persons are experienced, they don´t systematically build on the old, more like subjective feelings and dreams. True insight is missing in the games. They should combine 20 current and old titles instead of competing for consumer market with single game.
Okay, it took the game to get my interest about... 5 to 6 minutes. Its on my waitlist. Whoever made this, made something pretty nice and unique. At the "discoveries" I was caught. Thanks for the showcase, Quill!
I really like those games. The harder settings can be quite frustrating though. You pretty much have to develop an optimal order of what to do, but a bad event can really completely destroy you on the harder settings. Those guys made several more games like this (Marble Age (ancient greece up until the byzantine empire), bronze age and stone age). Very nice evolution between the games and espeically egypt and marble are great. Stone and bronze are originally flash based games.
Looks like fun, could still use a bit of UI polish as there seems to be a lot going on everywhere, as well as things that seem pretty easy to forget. Interested to see the rest so lets move on to #2/5 ...
This game looks quite interesting, it came out of the blue and has my full attention. I'm now sad that this is only part 1 of 5, and I haven't even watch the (not yet released) episodes yet!
This game seems so cool to me.. I'd buy it just to watch you play it. Would be great if there were a more dynamic endless mode in addition to the story/linear one.
really the only problem i see is that lack of replayability since the map is almost always the same so once you get a strategy down it loses all replayability but of-course if they games gets popular then the maps could have their resources and tribes randomized a bit.
quill is wrong about this. don't know if it was fixed at release, doubt it, but almost all tiles (I think 46/48, 1 fixed hi-prod, 1 fixed hi-food) on the settlement map have random base values. initial tribe attitude, tribe resources, and resource quality random and tribe location partly random. if you remove a tribe, the tile has a bonus from their main resource. so you don't know where you'll find the best tiles except for the 2 I mentioned. on the egypt map tribes have mostly random resources. i think most other tile values like for example mining in sinai are fixed. also random are most bonuses from scouting (not random for example food bonus when scouting nile on settlement map). there are random events, droughts, overflooding, harvest etc besides the fixed events that progress the history.