- Joined
- Nov 26, 2016
- Messages
- 768
Posting for the first time without having read much, so sorry if I missed other comments on this already. I love the concept and play of the game, but I am very disappointed in the ease of the game. I've only had time to play 6 games: Nation to learn it; Metropolis to get some achieves (not all of which activated - boo!); then Empire, Civilization, and so far two at Humankind level (one on normal map, one on huge map) with as many expert AI as I could (there should be at least 9 of each skill level!) and the remainder at Advanced for the huge map. Sadly, far too easily won them all so far.
My basic strategy of the Humankind on a Huge Map game with 9 AI:
-Note: On huge map zero civics were offered - bug or weird design, assuming bug; definitely was slowing in Ancient
-Neolithic: stayed until I had over 20 tribes (started Ancient with two Agrarian era stars), made me last to Ancient and got stuck with last one which was Zhou on T19 (in my first Humankind level game I did the same thing with only 5 AI and I chose Egypt) and could only place two Zhou districts at mountain squares; really focused on production and some food
-Set all city policies to do production/science/money/food (rare exceptions early to not lose population)
-Defensively aggressive in Ancient (raid outposts, but not attack units; at least two scouts together at all times to win defensive battles); AI often threw a single scout at my two scouts when I was ransacking outposts, just worthless - saving up to 3 with +2 combat bonus would have outstripped me; I was initially raiding 2 of 3 neighbors, but cut it back to 1 and then retreat when I could - lost about 6 scouts holding back their expansions
-Classic: 4th of 10 to Classic and got Achaemenid Persians; behind in military I didn't want to spend time on so tried to be more friendly while claiming land, expanding empire to include 2 independent cities with still a focus on production, then food
-Medieval: 1st to it, only 2 turns away from 2 more bonus era stars, but closest AI was at 5 stars so I didn't take any chances so changed eras to take Khmer - after this it was a total runaway
-Next up was Joseon, French, and Japanese with runaway everything, but mostly production/science; by end of game I was Allies with all 9 AI; insane trading made my cities stay at 100% stability which I'd never been able to do on a smaller map where I was often just trying to stay above 30 stability; unfocused T138 finish that certainly could have been faster and I don't even fully understand the game mechanics yet
I'm sure there is lots of discussion on how to fix this. One idea without changing any game mechanics would be to give the AI a better boost at a new max level above humankind level (call it genetically enhanced level?) as soon as anyone enters the next era:
1) instead of +3 on workers, recommend +(3*era*era) which would give them a whopping +147 per worker in the contemporary era; in ancient era +3 seemed fine, but it was meaningless by Medieval
2) for military could be +2*(era+1), so still +2 in Neolithic (era 0), but +4 in Ancient era would force you to get warriors/archers to fight scouts which would slow everything else down, etc.
Lots of other ways to limit exponential exploits.
Neolithic: You can't control a sprawling tribe so you are limited to 7 tribes, 15 science, and 50 influence - may not be right numbers, but something like that; still gives option to get all 3 era stars without a runaway number of tribes->scouts, and makes it less valuable to do so
Classic and on: again, you can't control a modern size society in the ancient era, so each era cities/ total number of troops/ etc. are limited in each category to a max for that era; maybe districts limited for each territory by overall city population (something like summation population for a district beyond the main/admin plazas, so 1 pop = 1 district, 1+2= 3 pop = 2 districts; 1+2+3 = 6 pop = 3 districts; 10 pop = 4 districts; etc.) This would force you to try to get more population (limits other actions) or expand # of territories in the city (stability reduction, high influence cost). Again, not sure what is right amount. Debate could be between linear, summation, or exponential with summation seeming like a good middle ground for most limits. In theory, stability limits much of this for cities, but not always enough, so may need another hard limit which makes historic sense.
Other polish could include that when you hover over an infrastructure build it tells you the impact you will get from it at the current time for a quick choice between options. This would be awesome so you don't have to manually check.
To make it harder for now, I think I'll limit myself to exiting Neolithic as soon as offered, but not a fan of doing stuff like this as staying for extra era stars feels like a big part of the fame game - trying to get more fame in each era and not just rush ahead to the next one. If still too easy I'll randomly select the culture each era, which could be just nuts - and defeats the cool decision of whether to stay for more fame or exit for the culture you want.
Again, love the game and I'm very impressed with it; I just want game mechanic exploits to be hard limited.
My basic strategy of the Humankind on a Huge Map game with 9 AI:
-Note: On huge map zero civics were offered - bug or weird design, assuming bug; definitely was slowing in Ancient
-Neolithic: stayed until I had over 20 tribes (started Ancient with two Agrarian era stars), made me last to Ancient and got stuck with last one which was Zhou on T19 (in my first Humankind level game I did the same thing with only 5 AI and I chose Egypt) and could only place two Zhou districts at mountain squares; really focused on production and some food
-Set all city policies to do production/science/money/food (rare exceptions early to not lose population)
-Defensively aggressive in Ancient (raid outposts, but not attack units; at least two scouts together at all times to win defensive battles); AI often threw a single scout at my two scouts when I was ransacking outposts, just worthless - saving up to 3 with +2 combat bonus would have outstripped me; I was initially raiding 2 of 3 neighbors, but cut it back to 1 and then retreat when I could - lost about 6 scouts holding back their expansions
-Classic: 4th of 10 to Classic and got Achaemenid Persians; behind in military I didn't want to spend time on so tried to be more friendly while claiming land, expanding empire to include 2 independent cities with still a focus on production, then food
-Medieval: 1st to it, only 2 turns away from 2 more bonus era stars, but closest AI was at 5 stars so I didn't take any chances so changed eras to take Khmer - after this it was a total runaway
-Next up was Joseon, French, and Japanese with runaway everything, but mostly production/science; by end of game I was Allies with all 9 AI; insane trading made my cities stay at 100% stability which I'd never been able to do on a smaller map where I was often just trying to stay above 30 stability; unfocused T138 finish that certainly could have been faster and I don't even fully understand the game mechanics yet
I'm sure there is lots of discussion on how to fix this. One idea without changing any game mechanics would be to give the AI a better boost at a new max level above humankind level (call it genetically enhanced level?) as soon as anyone enters the next era:
1) instead of +3 on workers, recommend +(3*era*era) which would give them a whopping +147 per worker in the contemporary era; in ancient era +3 seemed fine, but it was meaningless by Medieval
2) for military could be +2*(era+1), so still +2 in Neolithic (era 0), but +4 in Ancient era would force you to get warriors/archers to fight scouts which would slow everything else down, etc.
Lots of other ways to limit exponential exploits.
Neolithic: You can't control a sprawling tribe so you are limited to 7 tribes, 15 science, and 50 influence - may not be right numbers, but something like that; still gives option to get all 3 era stars without a runaway number of tribes->scouts, and makes it less valuable to do so
Classic and on: again, you can't control a modern size society in the ancient era, so each era cities/ total number of troops/ etc. are limited in each category to a max for that era; maybe districts limited for each territory by overall city population (something like summation population for a district beyond the main/admin plazas, so 1 pop = 1 district, 1+2= 3 pop = 2 districts; 1+2+3 = 6 pop = 3 districts; 10 pop = 4 districts; etc.) This would force you to try to get more population (limits other actions) or expand # of territories in the city (stability reduction, high influence cost). Again, not sure what is right amount. Debate could be between linear, summation, or exponential with summation seeming like a good middle ground for most limits. In theory, stability limits much of this for cities, but not always enough, so may need another hard limit which makes historic sense.
Other polish could include that when you hover over an infrastructure build it tells you the impact you will get from it at the current time for a quick choice between options. This would be awesome so you don't have to manually check.
To make it harder for now, I think I'll limit myself to exiting Neolithic as soon as offered, but not a fan of doing stuff like this as staying for extra era stars feels like a big part of the fame game - trying to get more fame in each era and not just rush ahead to the next one. If still too easy I'll randomly select the culture each era, which could be just nuts - and defeats the cool decision of whether to stay for more fame or exit for the culture you want.
Again, love the game and I'm very impressed with it; I just want game mechanic exploits to be hard limited.