What do you guys think of this update? Not sure how 3 star lumber huts and roads are going to impact the game, we'll have to try it out in a game. You can join the beta on Steam by using the code "polytopiabetatesters"
Roads at 3 stars is a massive change they glossed over. It changes the way multiple tribes play. Yadaak gets killed. All the tribes play differently to be honest. So far, I like the update though. Needs a little tweaking to not totally break the old play styles.
I feel like exponentially the lumber hut change is going to be massive 🤣 and after playing some bots I honestly think Navalons being gone is a lot worse for elyrion than intended, because the new boats were so ridiculously strong for me against 2 crazy bots. Hopefully elyrion can bounce back with the better access to navy but yeesh I'm worried for their defense on water now
Canals would also be great, if for a cost, you could build a pathway to allow one ship to traverse between water bodies. Especially useful if you discovered a pirate ship in some lake that's only blocked off from the rest of the ocean by a single square.
As a Yaddak main, I have mixed feelings about the lumber huts/roads update. On one hand, its really nice to see Bardur balanced out a little bit, but on the other hand, Yaddak is going to struggle even more with getting a strong economy going early game because of that road price increase. Yaddak players (and others, but especially Yaddak) are going to have to be more strategic about road placement. Edit: I also think bridges are overpriced, like 10 stars for a bridge plus tech cost? That just feels excessive; I think somewhere around 6 would be good though.
Hoodrick's early game economy will also suffer from the lumber hut's new cost. It seems that the nerf had a more negative impact on other tribes than on Bardur.
Maybe they could make roads cost two stars in the city border, outside the city border they would be three. I think that would be more balanced wouldn't nerf yadak so hard.🛣️
Alternatively, Yaddak could have theirs and only their road price brought down to 2, or to be given another buff to equate it, such as starting with some free roads.
That would make virtually no difference. Building roads outside your borders isn't super common, and roads were nerfed because they were ridiculously strong before. Double movement is a MASSIVE advantage over anyone who doesn't have it.
For roads maybe they could have made it that its 3 stars on neutral tiles and still 2 on friendly so you cant be as agressive with the rider roads while yadakk wont be killed
This is a MASSIVE update, and I largely approve the changes. They create more parity between tribes, it's no longer obvious who is the "best". I guess time will tell if we see somebody come out on top with these changes, but this should make multiplayer a lot more fun than "just choose Bardur"
My thoughts on the update: Positive: Battles are no longer just won by naval rush. Water fights now have a deeper tactic involved than before. The Aquarion buff was also much needed as was the Bardur nerf. Making map generation more fair is also a huge improvement especially for continent maps. The park is now also useful for domination which is a great edition to the game. Negative: I don't like the idea of seeing which neutral villages get captured in the fog. It takes away the mystery of where the enemy is. Secondly I think removing a signature unit of Elyrion, the navalon, is also sad to see as I think the tribe was pretty balanced and now is at risk of falling off. Also I figure the splash damage of the Bomber is a bit OP. For all the other changes I'm open minded and we have to see how they play out. A slight Cemanti nerf would have been nice as they are now a contender for the best tribe with Bardur being nerfed. Overall l'm excited for the new update and hope they will change one or two things.
From early experience against bots: If you manage to get a bomber to sit in range of an enemy city, it’s going to be nigh to impossible to keep it. The problem is getting a bomber that far in the first place. It is weak defending against any other naval unit.
@@Inox24 Its pretty cheap to destroy a bomber with rammers. Cost effective, at least. If the enemy can weather that expense ratio, you were probably losing anyway. Currently bombers are really hard to defend against via land units tho.
I've played a few matches on it (only bots though), and it's really interesting. May be my new favourite map type, since naval is viable but you're forced to invest in land also.
@@BS-bd4xo but it’s an even and predictable lakes just as Pangea is a predictable and fair continents. Besides it still is just a choice to have it in your game you can just never choose the huge central lake map it’s not mandatory
I think to make the construction tech more desired it would be cool to have a unit that can somehow damage or even destroy enemy buildings. Like a sabotage/bandit unit that would “set buildings on fire”, or maybe temporarily damage them for a turn or two. It would disappear after that like a cloak, and there would be a 1 attack on a city per turn limit. It would fit well thematically with cloaks and with the kind of construction vs destruction theme.
This sounds absolutely amazing and I will definitely be making the move to Steam now with this deal on. At @18:37 you say that Elyrion is benefiting from this but it seems to be like their only gain is getting the starfish farming ability available to all tribes and losing the ability to get Navalons. So I'm interested in what makes you think that they 'come out on top'?
As others have pointed out Elyrion typically goes sanctuaries and rarely builds huts, and they can kinda sorta somewhat offset the roads nerf by pushing units. By nerfing huts and roads (and by extension every tribe that uses these), Elyrion gets stronger. But yeah the more I think about it, Cymanti is definitely stronger than Elyrion for the same reasons I mentioned above (boosting units, fungi, etc.)
things that I'd personally like to see changed/improved with the new update: general changes: - a possible way to get more aqua crop tiles in any arbitrary coastal tile, even if very inefficient, like how spiritualism's grow forest + chivalry's burn forest can convert empty space into farms with enough stars (maybe just adding it straight up to spiritualism? it is a very underutilised tech) - to justify the 10 star cost, make bridges be able to connect diagonally and or horizontally, and remove the daisy chain rule, like as if it was cymanti's algae but for all tribes and without the population increase - get rid of both stiff and dash from juggernauts, making them more similar to how giants work as defensive tanks on land; less offence, more defence (edit: bad wording here, meant to say that giants function more as slow moving but hard to stop units, and thus giants on sea with juggernauts should follow suit) - reduce the cost of roads back down to 2 stars, but only in friendly territory, keeping the effective nerf to bardur with 3 star lumber huts and rider roads, but not dunking on tribes like yadakk and others as much, as well as not making backline unit movement any harder as for tribe specific changes: - give tridentions and amphibians the ability to use roads again, aquarion definitely deserves to be buffed a lot more than nerfed with how pitifully weak they were before the update - give gaamis the power to manually freeze again, it's the polaris super unit, and it should actually feel powerful, not just moonis with stat buffs - swap the positions of ice fishing and frostwork in the tech tree, giving polaris their early game eco back in exchange for their mooni acting as a weaker analogue of cymanti's shaman (ie can't build more unless a tech is researched - revert the ice bank back to giving +3 stars per turn per level instead of +2, the building was already mediocre to begin with, it doesn't need to be nerfed more *however*, besides all of these gripes I have, I must say that I agree with all of the rest of the changes implemented in the update, and it's very good to see this game heading in the right direction and taking steps to improve excellent update so far in the making
@@fray3dendsofsanity but it is a lot easier to break ice than it is to generate ice, since the most the ice generators can move is 2 squares while units like riders can move more than that. basically, if polaris and another civ are fighting for the ice, polaris will *always* lose, because higher movement units can delete ice deeper than polaris can reestablish it, plus the fact that long range boats outrange the 2 squares of ice polaris can put up.
RU-vid recommending me this video made me aware of polytopia presence on steam. Considering how much fun we had bacc in the school days playing pirated versions, im obligated to buy the game. Especially on -70% sale. Thank you!
Polaris got buffed. The auto freeze on moonies is huge. Early exploration on water maps is so much faster, and you can spread so much ice that the ice bank actually got buffed rather than nerfed. The mooni is also valuable in combat now, just move in and freeze all their units. Sure they can break ice on a dash now, but frozen units can't do squat. Try it out before you knock it.
As it is now polaris is unbeatable on archipelago. Skate and autofreeze means you Oumaji level expansion on a map where most others need tech just to begin. At the same time you can get good economy including network monument with only icefishing. @@soundslikeskrillex9799
dude, just had a thought on new tribe they could do qith this. Some kind of boat or pirate themed tribe. They like are a special tribe with a bunch of navel stuff with like no riding or something. They should also have like, portable citys on water. I thought that could be cool with this update
Man this game was always addicting to me I never knew there were others who enjoyed the game this much though The devs are cool Thank you for this video btw bro
Mooni got a huge buff and gaami got a small nerf so overall if you train moonis you can freeze more tiles than before which may balance with the ice being broken more easily
Becer really used custom houses, because in practically every scenario imaginable it would never come near reaching its full potential. Best you'd get is 4/8 Markeat seem rpegty cool tho, kinda underrated
YES, FINALLY, I WAS WAITING FOR THIS LIKE FOR THE CAVES UPDATE TO MINECRAFT 🎉🎉🎉 Edit: I JUST WATCHED THE VIDEO AND I LOVE IT EVEN MORE 🎉🎉😁, but R.I.P. Whales my favorit tribe is ylirion so I will lose navalions.
Well it's good that it's not really an update yet. I don't feel worried about any of the changes because they will probably be changed before actual release. That's the good thing about beta tests.
Polaris was nerfed hard imo. No easy access to the outposts (for which you also need to freeze the water) while having no ports and no ocean farms. T3 tech for stars and ice fortresses would never be picked - no economy to be fast enough for the start-hunting, ice fortress is a pretty useless unit, especially when you need to get a separate tech for it. Also didn't get if I need to move my Gaamis every turn to make them freeze stuff. If so, this is also a heavy nerf as you are forced to abandon the defence bonus tile. And mooni autofreeze will also ruin 9 player tiny maps as if you move them first turn to the enemy capital, this is an instant gg for the unlucky opponent. So such change should be revised
I dont know, i do see the battleship spam being annoying with AI but i will miss this fun naval arms race that forced everyone to be economical with ports, stars, and exploration/colonization/defense. Im sure the new variety allows us to still compete and dominate fhe ocean but i never thought it was that much of a problem :/
This is a challenge to my practice, and I use Yadak when I play with bots, I use the road to destroy the tribe of bots around me with quick maneuvers, or form alliances with enemies fighting the tribes around me, unite the continent step by step on both sides, and then build battleships. But I think this strategy needs a lot of change because it will definitely change the way bots handle battleships
im really hype about naval battle but quite sad about 1. road nerf. now yaddak opening is ruin but they can reach trade faster so more midgame type i guess. 2. aquarion trident nerf is a bit too much now its just 8* cost archer with dash & water movement. i think should lower cost about 5-6* 3. Remove navalon completely is huge nerf to elarion. its entire special unit cut off. but i hope polytar in ship maybe make up for it. 4. good to see burder nerf but hoodrick get nerf too. a bit weird
As someone who loves playing Xin-xi, they got hit really hard. Roads, lumber huts and Swordsmen spam are all (most of the time) a major part of Xin-xi's path to winning. I do think the road and hut nerf was needed, but idk about Swordsmen one. Defenders still just stall for time and imo need a buff (2 atk and 2 range w/ a crossbow would be cool, no dash tho so they don't outclass Archers). Bridges are awesome but they might be too expensive and the new naval system is really good (a few tweaks are needed but that's normal). Last thing, Giants are nearly useless on more water based maps other than as defensive units at key cities, as juggernauts are kinda bad.
Kikoo will be op this update Edit: not really op, but they will be really good early game since they start with fishing so they can fully upgrade to navigation quickly
Hey @gully I have a video idea I think it should be different playing styles for polytopia like aggressive or defensive cus I need sum help explaing it and I'm sure others do to
It's great that Aquarion finally gets a starting tech and an amphibious unit, considering that this tribe was _meant to be amphibian in the first place_ *But holy shit that tridention and road movement nerf just hurts so much* I'm excited for the update, but wtf
I honestly thing this game would benefit a lot from having a hexagonal tiles rather than square ones, it would give a lot more options when building and would be a lot more interesting for combat