I wanna start off by saying, as it does in the title, that this game has the potential to be a great game, ranked up there with Moo2 and civ3&4. However with this being said while there is alot of depth to the game which is awesome, it just doesn't feel flushed out, balanced properly, or difficult enough.
The AI for me is the biggest problem, I play on Apollo every game and I never lost in the 5 games I've played since RT's release. 3 of these games were playing as Supremacy, and 2 as Harmony. I did not use Array spam for any of them. I used different strategy's and races for each, but losing seemed impossible and for me, losing makes games fun and re-playable!
Unit Control - The AI does not control units very well, when controlling naval forces it seems to avoid taking out units(especially submarines) and focus on sending small fleets of 4-5 ships to attack a city while bypassing everything that can kill said fleet. The AI does not control Air forces very well either, they never set aircraft on Interception and the only time I see them air-sweep seems to be when they have a harmony affinity.
Strategy - The AI also lacks overall military strategy, generally they seem to choose 1 city to attack and they send small groups of units to take care of the job, then when they lose a few they run away for a round or two and later come back in with damaged fleets to "try again". They never choose secondary or tertiary targets, setup multiple groups to attack with, or even use a majority of their forces in a war offensively.
Building Patterns - The last big flaw with the AI is a problem that was introduced with RT. When the AI decides to build cities it seems to favor building on the naval side without any logic checks about where its placed. I recently played a game where an AI started in the center of a large continent and decided to build 1 additional land city next to where is started and than build 3 water cities 25 tiles away to the nearest coast. Also when the AI builds units it doesn't seem to consider its military goals in mind, if it wants to attack land cities it won't favor land units it will just build its general balance of naval / land units, and thus never succeed's in its goals.
I personally believe a large part of overall difficulty has to do with the lack of the AI to conduct warfare properly, and if they did so this game would be much more difficult.
Another other overall issue with RT i'm seeing is a lack of balancing. Certain diplomatic agreements are clearly very overpowered. Smart Grid not having an energy cap is one good example. Another is the Estate Tax, which should also have a cap.
Improvements - The academy improvement is just one example that seems totally broken, but specifically for this improvement the reason it feels so is because as many have said science in this game is currently king, I personally believe the array should be nerfed by 25-50%.
Science - In general, science shouldn't be as powerful as it is, this could be mainly solved by reducing the combat difference between tiers of units. It often seems that if one side has even a 1 tier unit advantage they become unstoppable, now granted their should be an advantage in combat bonus but it should take at least two tiers before it feels like your killing "warriors with tanks".
Trade routes - I know alot of people seem to be on the love or hate side of this topic, but I personally think they are a good mechanic as they are and add another strategy element in combination with diplomatic agreements and if you are playing Hutama. However they aren't balanced. Domestic trade routes are way to powerful by default, but now there are ways to increase the yields by near 100% which just makes them broken beyond belief. Food and production should never yield more than science and energy and as it is now they do by default. The yields for domestic trade routes should be nerfed by 50-75%.
Artifacts - I'm not sure I would have put this into RT as I don't feel BE needs even more mechanics, but its not a bad addition. The goody bag reward is nice and combining artifacts to get something special is cool. However their is no clear way to see which artifact when combined with another two produces X. I think some more information could be used in the Artifact screen to help clear this system up. However again its not balanced, we have to keep in mind that Artifact wonders and abilities are a unique addition and as such do not have to be nearly as powerful as they are to make them cool and impactful. Warp Spire, Drone command and Machine-assisted free will are a few that should be nerfed by 50% at least. Another way to balance artifact abilities and wonders would be to put a Cap on how many each civilization could posses, maybe 3?
There is much more I could say on this game, specifically Affinity Strategy, but I have a feeling this wall of text is already big enough. I hope this game gets flushed out a bit before the next expansion or it will be impossible to do so.
Thanks for reading my rant, Vlyxnol.
The AI for me is the biggest problem, I play on Apollo every game and I never lost in the 5 games I've played since RT's release. 3 of these games were playing as Supremacy, and 2 as Harmony. I did not use Array spam for any of them. I used different strategy's and races for each, but losing seemed impossible and for me, losing makes games fun and re-playable!
Unit Control - The AI does not control units very well, when controlling naval forces it seems to avoid taking out units(especially submarines) and focus on sending small fleets of 4-5 ships to attack a city while bypassing everything that can kill said fleet. The AI does not control Air forces very well either, they never set aircraft on Interception and the only time I see them air-sweep seems to be when they have a harmony affinity.
Strategy - The AI also lacks overall military strategy, generally they seem to choose 1 city to attack and they send small groups of units to take care of the job, then when they lose a few they run away for a round or two and later come back in with damaged fleets to "try again". They never choose secondary or tertiary targets, setup multiple groups to attack with, or even use a majority of their forces in a war offensively.
Building Patterns - The last big flaw with the AI is a problem that was introduced with RT. When the AI decides to build cities it seems to favor building on the naval side without any logic checks about where its placed. I recently played a game where an AI started in the center of a large continent and decided to build 1 additional land city next to where is started and than build 3 water cities 25 tiles away to the nearest coast. Also when the AI builds units it doesn't seem to consider its military goals in mind, if it wants to attack land cities it won't favor land units it will just build its general balance of naval / land units, and thus never succeed's in its goals.
I personally believe a large part of overall difficulty has to do with the lack of the AI to conduct warfare properly, and if they did so this game would be much more difficult.
Another other overall issue with RT i'm seeing is a lack of balancing. Certain diplomatic agreements are clearly very overpowered. Smart Grid not having an energy cap is one good example. Another is the Estate Tax, which should also have a cap.
Improvements - The academy improvement is just one example that seems totally broken, but specifically for this improvement the reason it feels so is because as many have said science in this game is currently king, I personally believe the array should be nerfed by 25-50%.
Science - In general, science shouldn't be as powerful as it is, this could be mainly solved by reducing the combat difference between tiers of units. It often seems that if one side has even a 1 tier unit advantage they become unstoppable, now granted their should be an advantage in combat bonus but it should take at least two tiers before it feels like your killing "warriors with tanks".
Trade routes - I know alot of people seem to be on the love or hate side of this topic, but I personally think they are a good mechanic as they are and add another strategy element in combination with diplomatic agreements and if you are playing Hutama. However they aren't balanced. Domestic trade routes are way to powerful by default, but now there are ways to increase the yields by near 100% which just makes them broken beyond belief. Food and production should never yield more than science and energy and as it is now they do by default. The yields for domestic trade routes should be nerfed by 50-75%.
Artifacts - I'm not sure I would have put this into RT as I don't feel BE needs even more mechanics, but its not a bad addition. The goody bag reward is nice and combining artifacts to get something special is cool. However their is no clear way to see which artifact when combined with another two produces X. I think some more information could be used in the Artifact screen to help clear this system up. However again its not balanced, we have to keep in mind that Artifact wonders and abilities are a unique addition and as such do not have to be nearly as powerful as they are to make them cool and impactful. Warp Spire, Drone command and Machine-assisted free will are a few that should be nerfed by 50% at least. Another way to balance artifact abilities and wonders would be to put a Cap on how many each civilization could posses, maybe 3?
There is much more I could say on this game, specifically Affinity Strategy, but I have a feeling this wall of text is already big enough. I hope this game gets flushed out a bit before the next expansion or it will be impossible to do so.
Thanks for reading my rant, Vlyxnol.