Loving the game - but here's a few changes I'd like to see

Leyrann

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Figured it might be a good idea for there to be a thread for the minor QoL annoyances and the like.

Note that I only bought the game yesterday so I've only got seven hours into it so far, and I'm not a quick player in a new game in the first place - I'm only about to hit the Iron Age. In general, I'm loving the game, and I can definitely see myself hitting hundreds of hours, although it does have a few issues. Which I guess is also why I'm making this thread.

Also, I have no clue if the game devs visit this forum but hey, if they don't it's still a way to vent minor frustrations.

-Amenities. I'd like to be able to set them to not renew, for example because consumption is outpacing production. Not as default, just as an option. And of course, a notification that the slot has opened up. Alternatively, I'd like the ability to set an amenity to be replaced by another once it's timer runs down.
-Speaking of amenities, it'd be nice to have a dropdown menu at the top of the screen, similar to what exists for other types of goods, to check their production, consumption and stock. Right now, as far as I'm aware you can only do so in the screen where you select amenities for cities.
-I'd like a way to click away multiple notifications of the same kind, e.g. shift+right click or ctrl+right click. Or, as Civ VI does it, right-clicking the number that counts how many notifications there are.
-More of a bug, but at low graphical settings (I admit I haven't checked which exact setting is responsible), region borders are invisible on water.
 
Got a few more after playing a bit longer.

-Science costs seem to be a bit too low compared to production costs. I haven't really focused on science so far, nor do I have bonuses in that direction, but I find that I'm researching faster than I can get the buildings and goods that I unlock online. It's as if I'm constantly trying to catch up to all the new options available to me. 20-40% increased science costs would improve that balance, I think. Besides which, I've completed more than two full eras (without skipping techs) in 100 turns, which comes out to finishing the tech tree in 600 turns if the pacing remains the same, while there's 1250 turns to play in total.
-I'd like to see what a city finished building when it tells me that it's idling. Right now, I constantly find myself searching for what building I built last so I can make sure it's producing the right thing with the right bonuses.
-Why are we limited to one Inn nation-wide? It's not a building I would expect to be unique. Also, I can't really find information on whether or not caps on building types can be increased or not, at least not from the tooltip.
 
Got a few more after playing a bit longer.

-Science costs seem to be a bit too low compared to production costs. I haven't really focused on science so far, nor do I have bonuses in that direction, but I find that I'm researching faster than I can get the buildings and goods that I unlock online. It's as if I'm constantly trying to catch up to all the new options available to me. 20-40% increased science costs would improve that balance, I think. Besides which, I've completed more than two full eras (without skipping techs) in 100 turns, which comes out to finishing the tech tree in 600 turns if the pacing remains the same, while there's 1250 turns to play in total.
-I'd like to see what a city finished building when it tells me that it's idling. Right now, I constantly find myself searching for what building I built last so I can make sure it's producing the right thing with the right bonuses.
-Why are we limited to one Inn nation-wide? It's not a building I would expect to be unique. Also, I can't really find information on whether or not caps on building types can be increased or not, at least not from the tooltip.
re: amount of turns in the game and science.

The game doesn‘t scale at all with number of turns. You can have short games and long games, but this changes nothing for research or production costs. Thus, some reviews have picked this up as being a completely unnecessary and misleading feature. If you play with half the standard turns, the game just ends somewhere in the second act. And if you set it to long, you just play a normal game, as the game will still end at the normal turns, with hundreds of turns theoretically available afterwards.
 
  • devs have said there is no game pacing feature right now and turn end setting is just to determine literally when the game ends prematurely.
  • so many people have commented about how science costs seem so much lower compared to production costs. i never felt like i needed to build everything in a 4x or city builder game in one playthrough so i find it fascinating that a lot of people have this desire to the point of feeling the game needs to be different.
 
  • so many people have commented about how science costs seem so much lower compared to production costs. i never felt like i needed to build everything in a 4x or city builder game in one playthrough so i find it fascinating that a lot of people have this desire to the point of feeling the game needs to be different.

I don't mind making choices. But that choice should be what good I produce a lot of. Not whether I can set up the production of the good at all.

Basically, the current choice is, do I make clothes or do I make metal tools, when the choice should be, do I make a lot of clothes and only the bare minimum of metal tools, or do I make a lot of metal tools and only the bare minimum of clothes?
 
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