Catoninetales_Amplitude
Prince
- Joined
- Sep 27, 2019
- Messages
- 404
I can already tell you that you won't have to worry about points 1 to 3, because we're not planning unit customization, nor do administrators and generals have skills or equipment (at least not in the release version of the game. Who knows what might come later...)Anything to reduce micromanagement in the late game by allowing AI automation, decreasing the # of choices generally, but greatly increasing the impact of such choices so they are more interesting . Examples are below. This is the only reason I don't keep playing Endless Legend or Endless Space and I'm worried they will continue these errors because they did them in the Endless series which is their foundation for this game. The Endless games do streamline some things like the Governors, and allow combination of units so you don't have to move units one at a time, but there are systems in both that require escalating micromanaging which ruins the Endless series for me (or causes me to quit mid-game), where such choices make no real difference in the game. This includes:
1) Equipping units with upgraded weapons on a regular basis. PLEASE for the love of god provide an automation option and allow player to make broad suggestions (i.e., offense or defense, whether to use some special mineral or not), which the AI just follows. I know this is a feature that Amplitude is proud of, but I stop playing Endless Legend and Space in the late game literally because of this equipment nightmare. Min-maxers (of which I am not one) can continue equipping to their heart's content. Stellaris is also terrible about this b/c you have to upgrade your ships like every 2-5 turns. Civ VI and Old World does a good job of this with promotions, which are rare and make a huge impact. Reduce the number of equipment slots or increase the difficulty of obtaining something, and make the impact substantial. At a minimum, list ALL units with equipment slots in ONE screen in which you can move and drop equipment, or say "Apply to All Units" some particular equipment. (Think Great Works screen in Civ VI, a better version of that).
2) Assigning abilities to Governors/Generals when they level up. This is fun in the beginning but is a complete nightmare late game, when you have 15-20+ governors that increase level frequently and you have to manage each of them and by that time, their traits make no difference, and each governor can level up 25 times and each trait becomes increasingly not impactful and boring to pick. Please allow AI automation on this - I get that picking traits can be a big deal so maybe the AI presents recommendations of what to level up presented to you in a popup, and then you can say yay, nay, or let me pick.
3) Same, re equipping Governors/Generals if that is a feature (also a micromanagement nightmare in Total War 3K with ancillaries, which make no difference in late game). Either have an AI automation option, or present a screen every now and then listing which generals have which equipment and allowing you to substitute or move them around from one governor to another ON THE SAME SCREEN (think Great Works in Civ VI), rather than unequipping, opening another gov screen, then reequipping. Or make such items very few but very impactful.
4) Hacking from Endless Space. This is also complete nightmare mid-late game. You can ignore hacking, but you lose out on important benefits, but to engage in hacking successfully you have to click like 3-5 times to set up one hacking thing and you end up having like 5-10 hacking things you have to re-setup every X turns. Maybe hacking won't apply to humankind but if they repeat some system modeled after this, please find some way to AI automate as an option or otherwise reduce the number of clicks to one (perhaps by adopting a policy of picking by default X or Y defensive/offensive thing, which itself was extremely confusing, barely made a different, and uninteresting. Also hacking in general was confusing and opaque to me.)
5) Combat. In general I like the way they do it in Endless Legend, which appears to be the model they are going for. I like being able to choose between micromanaging the battle and automating (like in Total War 3K), though if you do automation, perhaps the outcome should not be 100% knowable based on the AI's analysis (like in Total War 3K). However, combat in Endless Space was horrible so please avoid that kind of system or make it extremely easy to understand. They tried to make it interesting with the cards, but this cards were extremely confusing no matter how many times it is explained to me (I will never ever understand how to use them and not just automatically pick the ones based on firepower and range, to the extent I'm even reading the firepower and range info correctly which I probably am not). At the end of the day, it doesn't matter what equipment or card you pick, the one with the biggest Stack of Doom wins the combat.
6) Improvements. Please make them more interesting than the ones in Endless Space and Legend. In both games, you just end up picking the blob that matches the color of the FISD thing you want to increase. I have no idea what the blob is referring to, I don't see the building on my screen, they all have generic names and the only way I can make them interesting is by reading definitions of what they are which is tedious. This creates a very boring Excel experience, i.e., "bucket" type game that takes me out of role-playing. And in any Endless game, there are maybe 7-10 buildings that are the same blob color and you just pick them without paying attention to what they are. Yes, some of them do have secondary effects but given that FISD is king, none of that matters. The districts in Civ VI are good b/c you can see them and there are only 3 buildings, most (nor all) of which do something unique and instead of increasing X by Y points.
Combat will still have an option to automate it, though playing manually is a bit more hands-on than in Legend due to having direct control instead of an "orders phase - execution phase" separation of the turn. I find the combat system to be clearer than it was in Legend (and much clearer than it was in ES2... As much as I agree with the goals of that system, I personally have many gripes with the execution and explanation.)
However, I have to disappoint you on point 6: No, we will not be dropping the FIDS color coding of (mostly) single-purpose buildings, because said color coding of the artwork is an accessibility feature. New players should be able to easily tell what a building is for (in general) without having to read an entire tooltip worth of information. Some of the Emblematic Quarters offer more "split benefits," though, like the Babylonian Astronomy House providing food from Researchers.
As far as I recall, we have several city styles in the Contemporary Era, but not a unique one for each Culture.actual unique architecture for all factions from industrial onward, I would be terribly dissaponted if Amplitude pulls a Firaxis and goes: "all modern architecture is pretty much the same so why bother".
Paris, London, New York, Tokio, Ankara, Moscow, all should look different from one another.