DaviddesJ
Deity
Often with penalties like this there's a lot of ways to game the system to get an advantage.
We'll see how it works but so far Humankind dev team seems to have much better grasp of endgame stagnation problem than Civ approach of
"Let's slap a new mechanic every expansion, which half - heartedly aims at weakening dominant empires"
"Wait, we can't make it too unpleasant, or we'd disturb our Casual Low Difficulty No Downsides Only Bonuses Sandbox"
"There, we got new mechanic which doesn't help at all, just adds more points and bonuses. Problem solved!"
Loyalty system which ruins AI expansionism more than anything else and entrenches stagnation, dark ages and their consolation prize which is stronger than the penalty, that eldritch abomination of a world congress, natural disasters with powerful bonus yields (which hit all empires equally anyway)...
Often with penalties like this there's a lot of ways to game the system to get an advantage.
We'll see how it works but so far Humankind dev team seems to have much better grasp of endgame stagnation problem than Civ approach of
"Let's slap a new mechanic every expansion, which half - heartedly aims at weakening dominant empires"
"Wait, we can't make it too unpleasant, or we'd disturb our Casual Low Difficulty No Downsides Only Bonuses Sandbox"
"There, we got new mechanic which doesn't help at all, just adds more points and bonuses. Problem solved!"
Loyalty system which ruins AI expansionism more than anything else and entrenches stagnation, dark ages and their consolation prize which is stronger than the penalty, that eldritch abomination of a world congress, natural disasters with powerful bonus yields (which hit all empires equally anyway)...
I'm also curious how the territories system will work out in practice. Earlier, I think the devs said that one objective was to have fewer management units in the late game while still retaining the flavour of a large empire. So, maybe having both a geographically large territory that feels like an empire, but not having to manage dozens of production queues etc. I guess at the core is the tall vs wide in adding territories to cities as opposed to splitting them into new ones; and administered vs unadministered cities. Look forward to seeing it in action.
Ah, this is great. So if two different quarters are adjacent to one tile, two types of resources will be extracted.
But why did they choose the Babylonian, Mycenaen and Egyptian EQ for this example? Does this mean that conquered EQs stick around and this city was conquered two times in antiquity? The canal is a previous unknown quarter right?
I try to have this principle diagram validated with certain VIPs on DISCORD, but they don't always have the time / desire to respond. I am nevertheless available to discuss it again.
Today is the Bastille Day holiday in France, so I wouldn’t expect any update.Just wanting this to come into attention. Might update this if I'm wrong:
No culture reveal on Twitter today when they're supposed to at 11:30 am EDT. Does that mean we're going to have an update on the OpenDev for those of us who have registered?