I wonder if they might not be going a little in the same direction as Endless Space 2 and the Fleet system. For those who never played it, it allowed you to join together in a fleet a bunch of ship. Each ship had something called (from memory, not altogether sure of the name) Command Points, and your fleets had a certain max number of command points available in its formation. The VERY interesting point about that system was that some research through the technology tree were specifically to increase that Max Command Points to fleet. It allowed you to get much stronger, but you had to spend time and resource to research it first. I could very well envision the same kind of system here,
where the regiment size and strength would be defined by a likewise value that could be increased by teching, or even civics...
More like Endless Legend than Endless Space 2.
Of course, it also raises many more questions which I suspect will need to "later(TM)" for full replies:
- How are civic points earned? How does it interact with other game systems, e.g. a completely separate "currency" and diplomatic interactions.
Later™
- The previous question whether there are downsides to going to extremes in the civic bars. And to what extent one could "reverse course" over the game without first losing all benefits accumulated, i.e. by "going back down" the scale.
As that one screenshot shows, the axes all have two bonuses associated with them, with each being strong at one side and disappearing at the other. And I do think you can reverse course, but it's not a "radical shift" in just a turn or two: You'll have to put in the effort and go back across the bar.
- What are "unadministered" cities and their counter-parts? The IGN article suggests it's those going over your expansion limit, using a similar mechanism as in ES2. Would also be interesting if there was some interaction between level of control and administration status.
The short version of it is that you only have a limited number of Administrators, and Unadministered Cities are less productive than Administered ones.
iirc the screen in the video said "next civic unlocks in 25 turns" which seems quite a long time if you intend to unlock all 30-something of them.
Yes, 25 turns does sound like a long time, doesn't it?
This also helps us discriminating the Hunnic EQ from the Mongol one. They are hopefully different, as the Hunnic ones does nothing apparently.
With this, much as with the wonder, I would urge you to keep in mind that this was an early version. Not everything is ready yet, and there may also be UI errors. (Those icons really aren't supposed to overlap, for example.)
1. The background music changes once you transition to a culture.
That really shouldn't be a surprise. We had an entire video of Arnaud talking about that.
the fundamental idea of "fantasy 4X" didn't work for me at all (tl;dr every second I played this game I loved its world, I just wanted to play RPG game in this setting
You and what feels like 90% of our fans.
It's looking great but I am glad it's coming out next year as theres clearly a lot of systems that are not even implemented yet such as religion. As my most anticipated video game I want it to be as good as it possibly can!
There are a lot of systems we haven't shown, but there are various different reasons for that: Maybe the UI is not ready (many of you have probably watched PDX streams and know what "Programmer UI" is like, which is not suitable for the digital equivalent of E3), maybe the system is there but not yet filled with content, maybe the AI did not handle the system well yet... Our VIPs can attest there's a lot more already in the build they got to try, but "ready to test" is not the same as "ready to show to the public."