Aristos
Lightseeker
I am confused, when I play for stars I get practically all the techs before advancing.
Exactly. Comes with trying to maximize star power in each era.
I am confused, when I play for stars I get practically all the techs before advancing.
My most recent game was fairly interesting with that historicity. I started on a continent with four other players of ten, so half the world's empires showed up here.It's hilarious how for all this time, right until the release, I have been utterly convinced that leaderless switching cultures system will be clearly better than civ's system, and it took me like an hour into the game to realize I am not sure of this in practice. What annoys me the most is how I have immediately switched in my brain from finding great historical argumentation for rotation to finding equally great argumentation against it. I'm wondering if some of the devs didn't have a feeling 'goddamn this looked better on paper than in practice".
I don't think you can change much with it, at this point, only make it much clearer in the UI in some way. Maybe we can get a mod that would limit switching to k i n d a historical choices, but I'm not sure how moddable the game will be.
Nah it’s just adjusting the idea of what you need to build or do instead of how Civ does it. They just play fairly differently but you can get the hang of it.My biggest gripe is I appear to suck at this game. Just got it today and on my first game. How is the AI so good in getting fame? It seems like once someone gets on top, they will always have the advantage of getting higher fame (since they are unlocking stars first). I'm not a big fan of the fame system.
It's embarrassing that I'm playing below normal and still losing (in 2nd place). I'm not sure how to get on top other than build a bunch of troops and stomp. Which is what I'm doing now. I've run out of room to expand, and I just don't think I have enough territory to get fame faster than the top AI.
And should I be keeping these outposts around or try to convert them into cities? I feel like my bigger cities depend on them now for food. How many outposts should I have per city? I have no clue what I'm doing apparently. I might need to check if there's a manual to the game.
Overall I feel like Civ6 is a far superior game. The only thing this game has over Civ6 is the AI can actually compete for winning the game.
yes, there has to be some production spent towards it already. If you start and then change cultures the same turn, it's still lost.Actually, what are the rules for keeping an outdated ED upon adopting a new culture? I thought leaving the ED in my production queue would be enough, but that doesn't seem to be the case? I guess as long as I've put 1 turn into the ED, it'll stick around?
Delaying to the next age is a trade off. On the one hand, you get your Civ started faster and are more likely to get the culture you want, but you lose out on extra fame opportunities. In the neolithic, you can also just amass a massive scout army and cover a ton of ground, and if you get 10 curiosities (which takes some time a lot of the time, thereby delaying your start) then you can ALSO get the Neolithic Era trait giving you +1 Food, Industry, or Science per population, so you actually can make a fairly viable strategy of it if you're open to taking the cultural leftovers.I'll have to work on delaying going to the next age, which still seems like a strange concept to me. But I can probably adjust. And my other issue is knowing how many districts of each type to build. I was building one of each type civ6 style, it still seems weird to build multiple of the same type.
I feel a few people miss the point of the mechanic.
To me the point of the changing cultures, thats the keyword here, is that you're building up your civilization and its bonuses from scratch. You're not starting with a premade civilization with all their bonuses set out for you, you're creating one through the ages and when you reach contemporary age you can look back at how far you've come and how you ended up creating your own civilization. You can call it your own, because YOU determined how it would be shaped, not the devs.
They do need to work on the naming of each civilization though so we can remember whos whos
I think you may be right about what they were going for, but I think a better way would've been to let players choose unique affinities, units, buildings, etc directly instead of having them all tied to a pre-named culture based on real-world history. Let us not forget the alternate-history nature of these games. Take wonders, for example. You don't need to be the Egyptians to build the Great Pyramid of Giza, and building the Eiffel Tower doesn't make you French. If what you describe is indeed what they were aiming for, then a better implementation might've been to treat affinities and other unique attributes more like wonders and/or civics. Maybe an agrarian affinity, for example, is earned by being the first civilization to build X number of farmer's quarters or research a certain agricultural technology. Maybe if Y number of generic spearmen get Z number of veterancy stars, you get to choose a unique unit in the anti-cavalry class (e.g. hoplites). Even names should be customizable, so you can either choose from a list of known culture names or just make up your own.
For me at least, it would be icing on the cake if civ names took on the form "the X of Y" at some point in the game (maybe with the discovery of nationalism), where X referred to a government type and Y referred either to the people or to the geography, depending on which civics you have enacted. For example, the Kingdom of the Franks becomes the Democratic Republic of France, with the algorithm filling in the blanks based on what the user either chooses or inputs into a short dialog box at the beginning of the game where it asks for a demonym, an adjective, and a toponym (a bit like earlier versions of Civ). Maybe instead, the Kingdom of the Randomians becomes the Democratic Republic of Randomland.
In a nutshell, if I were talking to a potential developer of Humankind 2 (fingers crossed that such a game eventually exists), the shifting cultural identities was a great idea, but it's tied to the wrong things. Divorce it from eras altogether and tie it to civics and/or ideologies. While we're at it, take that newly divorced era system and marry it more firmly to technology, because maybe I'm just OCD, but I'm rather tired of earning enough stars to go contemporary when I'm not even halfway through industrial techs. Unless someone else is about to beat me to it, I don't like advancing to the next era until I have at most one or two techs left to research from the current era. Otherwise, it just feels unearned, no matter how many literal gold stars I have.
Most they can do now is just make each era feel longer so the change doesn't feel to abrupt