I finally played a bit of Humankind and could compare ages / culture switch mechanics

If they behaved differently, I didn't notice, but just as big a problem is they didn't look different. Sure, there were minor cosmetic differences, but they all looked very bland. (Worth adding that I'm not face blind, but I do have difficulty recognizing faces sometimes--I'm much quicker at identifying people by their mannerisms.)
Honestly, I’d say they behave much more diverse than in civ VI (and what I would expect from VII). The difference between someone with the rusher trait and someone with the pacifist trait, for example, is of a scale unknown in civ games. But, unless you make a pool of good leaders against which you play several games, this might indeed be harder to notice. In the end, having 18 leaders at start might beat having 50k in that regard.
 
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Lack of distictive Civ design. The sheer number of civs required for the number of ages they had resulted in designs that weren't particularly memorable to me, and primarily just seemed as generic bonuses (do I want the culture bonus or the prod bonus). I worry about this for Civ 7 as well, but tbd.
One thing I am pretty confident about with FXS is that they have a very good track record regarding bonus designs and numerical balances. Amplitude has already suffered from too heavy snowballing in the late game since the EL years, and HMK amplified this issue by stacking more bonuses every time you change a culture - and you change that five times in one game. This means the cultures need to have very generic bonuses, and even with generic bonuses, the numbers get out of hand very easily.

A small example. In Civ 6, the earliest offensive unit is the Warrior, which costs 40 production. The late-game offensive unit is the Tank (excluding GDR), which costs 480 production. This is a 12-time increase. Civ 5 has similar numbers.
In HMK, the earliest offensive unit is the Archer, which cost 90 industry. The late-game offensive unit is the Main Battle Tank, which costs......14805 industry. That is a 165-times increase. The game basically expects a 165-fold increase in your production capacity.

Indeed, in late-game HMK, it is very common to have a city with 10k production to build districts that cost 25-30k while only providing about 200 yields. Stacking generic bonuses constantly = numbers get out of hand in the late game = not many meaningful choices in the late game.

Meanwhile, with FXS's track record, the age transition "soft-restart" mechanics, and the number we saw, the balance of Civ 7 won't be this off, and the numerical choices should be more interesting.
 
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