all that is very beautiful and neat !
I'm guessing the step-up to be able to understand an juggle with all the feature may take a bit of time for a new player.
(btw, beware of the reaction of players or communities to the use of AI art ... I don't know how "AI animation of a non-AI art" places)
Words of wisdom. Better not poke some hornet nests, few places on the internet are as civilized as this forum.
It's true the game has a lot of features and this is even only one of three diplomacy layers. The classic empire vs. empire diplomacy modus that allmost all 4x games have. Maybe even more important is the diplomacy on the local level. The map does not start empty, there is lots of stuff on it like trade villages, scholar enclaves, bandit strongholds, etc. And then there is diplomacy via organizations that span accross multiple empires like merchant guilds or religious cults. At the same time I want new players to have a good time. There is this old design motto of "easy to learn, hard to master" which I always follow but of course it is difficult to implement, especially with this many features. UI of course is also important to make a game easy to learn. At the same time I want a UI that is highly functional. Some game developers hide advanced features behind multiple mouseclicks in some submenu but I think that's really bad because it annoys players who have mastered the game and play reguarly. Well I am going to take a close look at all the feedback of the demo.
Here is the roadmap of the last weeks. It's already finished.
Testgame III had the problem that I was able to win after only about 150 turns. Higher tier organization tasks gave way too much experience and since the organization victory is about focusing on organization tasks that highlighted the problem. I also have some code that limits the competetiveness of the AI when it comes to organization tasks but that code limited the AI a bit too much so it was too easy to do higher tier organization tasks. You compete with the AI for the organization tasks and I want prevent cases like in civ deity where the AI builds all worldwonders. I also increased the amount of tasks that need to be finished for the organization victory. So for testgame 4 I decided to try the organization victory again and it was much better balanced now. I won after 224 turns which is fairly similar to the economic victory in testgame 2 that took about 246 turns or so. In the long run I want a game with standard length to take about 300 turns.
The organization quite unique and pretty fun I think. You have to balance between doing tasks for the organizations and improving your empire. Since you can only do three tasks at the same time and you compete with other AIs for the tasks you cannot just build a big empire and the rush these tasks. I also really like the infiltrator leader talent.
The power from the talent comes from the diplomatic actions it unlocks. These are all infiltration actions that require corruption. Corruption is similar to espionage yield in civ games. The way you get it is to employ thieves in your cities. Thief is a profession that turns gold and traderesources into corruption. Basically you order your guards to look away every now and then and in return these thiefs must do some tasks for you. The slums district allows you to specialize cities into producing corruption.
With the infiltrator talent corruption becomes much more valuable. For example it allows you to trade corruption to gold with the steal gold action. At the end of the game you get statistics how much you used each action and I used steal gold 97 times. Probably more than half of my gold was stolen. Infiltrator talent and mercenry lord have a high synergy, for example I recruited mercenaries from a bandit camp for 500 gold, then send my thieves to them to steal back all that gold and more. The den of thieves unlocked by the infiltrator talent is a legendary tier building that increases the amount of gold your thiefs steal and gives a bonus to corruption in the city it was build.
I also added naval AI. This time I wanted the naval AI to work from the start. The AI has a strong focus to attack neighbouring cities first, it will only consider naval invasions if it is surrounded by friends or has no neighbours. I am not a fan of suicidal AIs that send their army to the other side of the world just because they hate someone.