#Update 2 Public Beta
1 messages · Page 2 of 1
Really to truly spam vassals now you gotta conquer.
As you get limited settlers with the 15 turn cooldown.
To spam vassals all I need to do is conquer half an AI, let it resettle and conquer more.
Let the GM AI donate them
Yep
The difference between aggressive gameplay and peaceful is pretty drastic.
I mostly find peaceful games more fun.
I roleplay... so I go to war for special NS goods etc.
Do we need 40 more spice? No. But we want it.
I’ll update more of the balance suggestions when I get the time.
Just wanted to get those thoughts out of my head
There were a lot of reasons I got annoyed with that particular game lol
The more I think about influence and border growth in this game, the less I like it.
Its too unintuitive, too far removed from player agency.
You technically can block border growth in certain directions, using borders of another region/vassal/outposts... But.. having this as the only tools to mitigate border growth, is that really OK? There are so many cool designs in this game and then there is influence...
I like the town system and how towns reduce nearby influence costs but overall, border growth really grinds my gears.
In Civ you have ZERO control. It grows towards what the game feels is useful, unless you buy tiles
Yes, I'd prefer to get an "influence" bank and use it to buy tiles I want directly. The game doesn't work like this though.
I'll not rant on it further here, but the lack of ctrl over influence feels more punishing than in civ, i guess because min/maxing the tile use is so important
In civ you pay money, which is far less of a loss than bleeding 200 points into a mountain
Since the normal growth wouldn't go for said mountain in Civ
indeed. You always bleed influence on unwanted tiles, often many. and the only way to mitigate it is to use claim territory (scaling it's cost) or build a town without regard for its specialization.
This has nothing to do with the beta i guess, sorry.
I think the general idea is fine. We just lack additional tools to have control over direction of expansion. Even a kind of a slider or checkbox to decide that for example more influence should be designated to specific direction or specific kind of terrain.
Plus something that would prevent progress of influence only because you or AI has built an oupost for one turn on a given tile.
Btw. Some means to active rivalry over control over a tile would be nice addition too...
Suggestion: I'm actually alright with the influence system, I think the 3 issues right now are:
- Influence doesn't scale well as you have more border tiles and into later ages. I would buff the influence buildings to be something like 5 > 10 > 20 instead of 3 > 6 > 10. Maybe also give a 1-2 influence per age for each region. Have a few more ways to increase influence. Maybe some of the luxury goods could give 1 influence?
- Rough terrain modifiers are too high especially for desert, jungle, swamp, and mountain. They take forever to expand in which makes starts that are next to them really brutal in terms of getting enough tiles.
- Claim territory costs scales too fast and should probably be 1.1 instead of 1.2 scaling.
True. Although as for 1, in later ages, after one improvement often has more workers than one, I find out that it's not territory I lack, but workers. So I'm not sure if it didn't result in taking probably too much unneeded territory.
As for 2 true too. Although at least with regard to jungle and swamp from certain moment it can be helped a bit with establishing for a turn an oupost, clearing the area, removing oupost and waiting for just a grassland expansion.
As for claim. That's something that also bothers me. But still I understand that possibility to buy tiles with for example money would make expansion too trivial.
The game isn't made to minmax. Realistically towns are your cost reduction for influence growth, powerplayers just like to make them perfect unless they do a 200 pop city run and then make them 7 distance grids.
The main issues is the lost influence in the "point sinks". Especially if you are near a mountain ridge, you are forced to go aether or see your midgame points evaporate into nothingness. Same issue with deep sea just wasting your expansion points.
The influence we get per se is big enough. In Civ you can't even grow outside a certain range, here you can which is open enough. I do agree with more influence options for NS spirit, innovation or tech, but not literally doubling it for the buildings. If I want double influence, I can go monument.
The main issue is the inability to chose what tile types to expand into and how much. Obviously no one wants 10 desert and 15 mountain tiles to eat 50% of their influence generation.
And no, founding vassals "for the lols" is not good, they will expand and take nearby tiles I might actually want. So it mostly binds pioneers.
Suggestion: Move selecting your nation's starting perk to after the game is started and you see your starting location. This makes selecting your starting perk more strategic as you can consider your starting location. Otherwise you tend to just pick whatever you think is the "strongest" before the game starts.
This would debuff the AI as the AI can't judge it either.
It could if you added some logic 🙂
But honestly the starting perks aren't strong enough to really matter that much compared to the AI bonuses anyways.
Yet, you want to minmax it. Either it is important or it is not important enough.
Well right now its the awkward of not really that meaningful and you don't have anything to base your seelction on. But my take is either remove starting bonuses or move them to after you see your starting location.
But I'd also vote for less options that are more meaningful.
In no 4X do you switch your national bonuses after seeing your start. You just restart if you dislike it with a new seed.
There is a "preferred biome" system in Civ sure (Desert nation starting near desert etc.) but that's it. And there the bonuses matter much more.
Yeah but I'd argue Millennia is taking a different approach. Its about building your nation's identify/bonuses through the ages instead of picking before the game starts.
So making starting perks almost like an minor age 1 NS fits better into the game approach.
In that vein... before we do something so minor and change starting bonuses, let's first argue to get actual religious tenets for our religion.
So they influence our culture
Eh that is an entirely different issue IMO.
It's about building your nation's identify/bonuses through the ages
That is adding content to the game. Moving starting perk selection is just adjusting the game experience.
Oh I agree with the idea of adding religious tenets, I just realize its probably a DLC as you are adding content.
The thing is, removing the national abilities to be an ingame "live" decision for player and AI makes the nation designer short of graphic, name and flag pointless. It is the miniscule amount of determined difference we have.
That's kind of the point. Make the nation designer just cosmetic.
Look if the Devs move it to a Turn 1 decision, so be it. I don't really care.
I just feel this is time spent in a region you could invest better
Well you can always argue priorities and its hard for us to judge since we don't know the time/effort for changing something.
I figure if we make suggestions that would improve the game, its up to the devs to pick and prioritize them.
I can roughly gouge the minimum effort. Like an ingame selection UI, the actual execution code of selecting it ingame and not being a static national value etc. It's not nothing. It depends how the classes are designed too.
Aside of savegame incompatibility
Suggestion: Add starting terrain bias to start game options so you could choose between something like grasslands, plains, water, forest, hills, etc. This greatly reduces having to reroll starting locations if you are looking to play a specific age 2 NS.
Humankind
Old world also has this option, very good.
No matter what you claim, you can NOT change your characters bonus traits AFTER starting the game in Humankind
They are literally tied to the character.
(Yes those bonuses are as an AI enemy, but they can't change their terrain to fix those)
We talk about base nation bonuses, in Humankind those are for the AI and the AI can't change them after game start just because their terrain is bad.
nono, you move the selectarion of nation to the sam eplace where tou move slection of starting bonus (just like in old world)
This is something to look at when implementing some way to pick your starting region location (witch is on roadmap)
By that logic you'd move the nation designer to INGAME turn 1. That makes no sense.
Sure you could demand people build their flag and nation "while playing" but that would be annoying.
I see no issue with it. Turn 1 is when your pre historic nation is found. Whern history begins.
That's the point, it is not pre-historic. One of your first techs is literally "oral history" in the elders hut. You don't start in the nomadic era like Humankind.
You start already seditary.
There is a reason people asked to start with a settler to move to a better terrain on game start.
Its 10 000 BCE
And abstractions are everywhere.
The choice of starting bonus is in an awkward spot strategically if you cant see or influence the starting location when picking it.
... and the nation builder has no strategic meaning at all if you separate out the starting bonus choice
That was red's point. It would be purely cosmetic for flag and border and name.
Which is fine...
I doubt the devs would like to reduce the nationbuilder to that, especially as adding new nations is something they put on the roadmap.
Doesnt really matter to me though
The mian point i wanted to make was that it would make sense to consider choice of starting bonus ingame, in conjunction with the choice of starting location.
Your NS is supposed to be the choice based on location
Like the culture in humankind
Yep and making starting bonus like a mini NS would make it more strategic and more cohesive with the rest of the game.
Suggestion: A short term solution to address the main issues with roads without having to add in mechanics to build roads or additional improvements could be:
- Range too short - increase road range from 5 to 6-7 either by default or using techs/ages
- Avoid disappearing roads - make outposts capturable and have roads persist to destroyed towns
i dont mind roads being short in early ages
but having a forest between 2 cities making you unable to properly move armies in later eras feels so crap
Suggestion: Make hills forage 1 food + 1 prod just like forests to balance out starting locations that have hills.
Suggestion: Make water forage 2 food just like grasslands to make water tiles useful early game.
Next you want Tundra to give +2 food and desert to give + 1 production and scrubland to also give +1 food so all have 2 resources?
Suggestion: Buff plantation goods and/or plantations so they are worth improving.
Scrub is fine as you have camps.
Tundra and desert are pretty rare in your starting city.
Forests are as much a hindrance later as an advantage early, you need to cut them down.
Desert is NOT rare. It tends to appear 1-2 tiles outside of your border
Having 1-2 forests in your starting city ring is very strong.
Jtech was pretty much rerolling starts til he got at least 1 forest.
Otherwise your early production is terrible.
That's due to woodcutting camps being good, not because it gives food initially.
Nah the main reason is the early 1 food and 1 prod
You can use your first town to get forest for woodcutters.
If that 1 forest is the only forest (or maybe 2) in that ring you definetly do not make a woodcutting town there unless you are desperate.
Yeah I'm talking balance for the first 20-30 turns.
Literally your 6 starting tiles.
There is a reason forests and grasslands have 2 resources. One is to signify wood as a resource and forest as a living area for game to be hunted. The other is for fertility of grasslands and the food.
Fishing if done with primitive tools is really horrible to cover your daily needs. Feel free to do it. The calories you get likely won't cover you.
Yes the game goes with realism here... but by that logic you could just argue to remove the food from forests instead of buffing everyone else
Removing the food from forest would be better than what we have now.
Then go with that. because if you buff everything else, what the hell is grassland.
Argue to remove forest food
Well the issue with grassland is its the best at most things. Good for early food. Good for building flat improvements. Good for MB.
But generally most early civilization was along rivers or coasts.
Not civilizations, just big city-states with influence or territory due to being able to feed an army to conquer others or to intimidate them.
Rivers help make food. Humans like food to not need to work to make food 18 hours a day. That's why we settle on rivers.
(Aside of needing it to drink)
Rivers already give +1 food for farms
Regardless of territory
Anyways we are getting off topic. My point is to try to balance out the starting tile forage a bit.
If you want to equalize hill and forest by pure game balance, remove the forest food. That's it. Let people trade production for growth then.
It makes no sense to buff water with more food, they already got ancient seafarers for "too much" water. They will never lack food or wealth
I think the issue with going that direction is wheat good being too strong then.
They lack food before you get age 2.
If you want to remove any chance for any starting town to be next to wheat, go ahead.
It's RNG right now
Could go that direction as well.
Look 4X was never Starcraft. Not everyone starts curated with 1 hill, 1 forest, 1 grassland, 2 scrubland and 1 water tile.
The point is to work with your situation and adapt. That's the genre
Agree it doesn't have to be perfectly balanced but the gap of start locations right now can be pretty massive.
They could just allows us to settle our first town ourselves.
It will solve 90% of the issue
(Losing 1-2 turns)
Yeah not starting with a settler is the main reason this is an issue.
Yeah which is Q3 so probably 3+ months away.
Yeah it was in the roadmap post.
Suggestion: Scale capture cost based on population rather than a flat 20 chaos for all cities. Something like 5 + 2 * pop so that small vassals are much cheaper to capture while core regions are more costly. This would align better with the scaling razing costs as well.
Suggestion: Buff most buildings in the later ages as they usually aren't worth building given the high production cost. Much better to just convert your production to IP or research.
On the other hand potentially nerf the production to IP or research conversion. Just makes production so powerful
Yeah I honestly think you need some of both and suggested nerfing pretty much all the prod conversions already.
Suggestion: Update the power score formula to better represent higher age units. It should probably be about 50% more points per age for each unit so age 1 = 4, age 2 = 6, age 3 = 9, etc so that it scales better for later ages. Currently the difference between an age 7 unit (28 pts) and age 8 unit (32 pts) is way too low.
Shouldnt the difference score be bigger for each era?
I think 50% increase per age is about right.
Sorry, i didn't mean bigger than 50%, I just mean that the difference between the later eras ought to be larger than 4 points for ages 7/8
Yeah that is what it is right now that I think is too low.
Right now its just +4 per age so 4, 8, 12, 16, 20, 24, 28, 32, etc
I'm suggesting instead do a +50% per age so 4, 6, 9, 13.5, 20.25, etc
Suggestion: Buff on-map land siege attacks as they often do very little damage or the time and XP it takes to use them.