The OpenDev/Preview Thread

I can’t believe there’s been so much negativity on G2G. The battles are AWESOME, yes they will get polished but if they released the battles like this I would be supremely happy.
Is it just random rant or is there specific things that people complain about? The idea with open dev is obviously to try to improve stuff, so if there are specific things that people complain about I suspect those would be reworked if possible. However if it is just random things, when I don't know how what they can do.
 
Is it just random rant or is there specific things that people complain about? The idea with open dev is obviously to try to improve stuff, so if there are specific things that people complain about I suspect those would be reworked if possible. However if it is just random things, when I don't know how what they can do.
There's definitely big areas surrounding the whole game that need improvement, I could list loads here, but at the end of the day it's pre-alpha and the whole point of this entire exercise is to give feedback and make the finished product as good as it can be. Which is why it really does just surprise me when people say how much they dislike the game because of a list of grievances that will probably be fixed soon, while ignoring everything that's clearly highly promising.
 
It sounded like in the stream that walls will only be for the city center, so extensions would lack walls? I wonder what happens if you capture an extension.

As far as I understood from the videos, Walls include extensions as far as they are connected with the city centre (not sure if the extension is not connected to the city centre being part of a Port or Castle hub)... You can even have 2 level of walls when a Castle is inside your city center hub (as shown in the Paris siege scenario).

As I have not been invited to the OpenDev I could not check this by myself, maybe some of you that do have been invited can confirm and give some details on that

Edit: minor typing correction

I wonder if you built walls then later expanded your city would the walls auto update to meet the new city limits or would they remain as they are? Visually it would be very nice to see the old medieval centre of a city surrounded by walls with the later expansion sprawling out beyond them.

I really can't pose myself as an expert on this. But in scenario 2-3, the siege, I can tell you that Paris's wall extended the whole length of the city. The battle was expected to be initiated from the east side, and I didn,t count, but there must have been well over 10 tiles between that wall and city center, if not more. It was on an island that was thin north/south and large east/west. I'll try and grab a screenshot ans post it here after work today

Ok so here's a view of how the Paris Siege looks. I moved my units in a useless way in order to highlight the most of the city I could. As you can see in the pictures, the walls (or pallissades) really cover the whole area of the exploited city. Close to the east side where the battle usually originiates with all your units, there an administrative center; That means that an oupost was created, then attached to paris. And yet, the wall goes all the way there.

also, on the second image, you can see how it looks when the battle has been initiated.

Enjoy

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Judging from what I've seen so far, considering that battles take long to manually resolve, I think the best way to manage combat is to manually resolve decisive or high-stakes battles while auto-resolve the ones that don't have any consequence in the bigger picture.

Yeah, we'll have to see in the full game, but when playing them they didn't feel long as they were quite fun. Plus you can "exit" them at any point during your turn to do other stuff, and even fight two of them at the same time. It's kinda having a battle in Civ VI but on a predefined area.
 
Looks like I still did not get in to OpenDev yet. I feel like I am the only one who did not get in. Really bummed.

You're not the only one. I didn't get an email yesterday or on the day of the release of the second scenario. Looks like it's better luck next time for us next week. :sad:
 
Also here, you can see what the effect of veterancy is... In this case, the trebuchet has 2 stars, and each gives +1 attack. Seems underwhelming to say the least, but... probably not final decision on this, either

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Personally I hope it's the final system and it will not be too much demanded in the community.
I think if poeple really want a promotion tree system they will maybe add it later, asking a lot of hard work on all existing units, to diversify these trees, and balance all the thing.

I prefer another possibility, adding additional units, diverse, with unique passive (like Emblematic Units) to assimilate (from the citystates, mercenaries, ... etc for exemple) to enrich army compositions.
And thus have a chance to represent more cultures in the game.
For exemple, a famous mercenary group : the swiss guards.
 
Is it just random rant or is there specific things that people complain about? The idea with open dev is obviously to try to improve stuff, so if there are specific things that people complain about I suspect those would be reworked if possible. However if it is just random things, when I don't know how what they can do.

There's a lot of salt regarding scenario 2, but it's easy to miss the point there (I kinda did as well!).

It's a good showing of the importance of terrain when "selecting" a battle ground, which is a great positive. They are giving you two turns for a reason, which is to move your units and create a different battle location:

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Now I'm the King of the Hill :D

EDIT: Clarified a bit the point of the scenario.

And there's also the armchair developer that doesn't care about the devs vision or what's implemented and just there to tell them to implement their awesome ideas :p

Personally I hope it's the final system and it will not be too much demanded in the community.
I think if poeple really want a promotion tree system they will maybe add it later, asking a lot of hard work on all existing units, to diversify these trees, and balance all the thing.

I prefer another possibility, adding additional units, diverse, with unique passive (like Emblematic Units) to assimilate (from the citystates, mercenaries, ... etc for exemple) to enrich army compositions.
And thus have a chance to represent more cultures in the game.
For exemple, a famous mercenary group : the swiss guards.

Yeah, something that is to be avoided in a multi-system game is to make each and every subsystem complex, as when all added together it can become an unbalanced and un-fixable mess. I think that's what happens in Civ VI regarding yields, for example. It's affected by so many subsystems:

- Terrain (with natural wonders as another sub-system)
- Buildings (with World Wonders as another sub-system)
- Terrain improvements.
- Civ bonuses.
- Religion.
- Natural disasters.
- Secret Societies now on top as well.

So it's something that can never be balanced (as in options being interesting and within relatively similar strength) as there are WAY too many variables. Many, many choices are worthless as other systems provide better alternatives. In Humankind I love that Natural Wonders give the same, balanced and interesting bonus. And it's fine that veterancy gives +3/+4 maybe, as that's similar to very strong bonuses the combat system has (high ground, river penalty, etc).

If they add veterancy trees for each class, the carefully crafted balance could be way off. Not saying it can't be done, or that it might not be interesting, but if you care as a designer for a cohesive system you thread very carefully there. And as players is good to analyze the system as a whole, instead of just a particular part in isolation. Something that might be boring by itself becomes pretty interesting when working with the other parts of the system.
 
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Looks like I still did not get in to OpenDev yet. I feel like I am the only one who did not get in. Really bummed.

You're not the only one. I didn't get an email yesterday or on the day of the release of the second scenario. Looks like it's better luck next time for us next week. :sad:

Yep, I still did not make it into the OpenDev either.

I have been following most of the videos and I am really excited about the Game, but following Humankind here, on Facebook, Reddit, G2G and Discord, and having applied for the OpenDev on the very first day it was opened, i can't help but feeling a little frustrated.

Lets see if we can Enter in the last Wave, but at this point, at least on My part, expectations are really low about entering next week.
 
@Elhoim Your example is all very great, I even tried that too... but it gives you nothing at all if the flag is away from THAT hill and they just turtle and don't come to you, like what happened to me ;-)
 
@Elhoim Your example is all very great, I even tried that too... but it gives you nothing at all if the flag is away from THAT hill and they just turtle and don't come to you, like what happened to me ;-)

Who cares about the flag, just kill them all :P

Since their second army on your side, you block reinforcements and you can use the horses to get on their backs, then use the immortals to create a flank situation and kill them.
 
Here is the video of the last two scenarios from GUD (siege of Paris and Japanase)...


Question, why Parisius and not Paris? According to Wikipedia it was the name of Paris at the end of the Western Roman Empire, so maybe we can understand that in this scenario the city was founded by the Romans who later trascended to the French. I could not get if there is any building that lets us infer a bit more of the "history" of this city in this particular scenario... that would be super cool

The videos from GUD seem to me the most clear ones about the game and its mechanics... Visibility, fog of war and line of sight seem to be pretty interesting but a bit hard to instinctively get, at least to me
 
Well, it's good to be back after so many days of being stuck in other work.
Let me try to respond to some of your posts:

Ah... That's what it was... felt really weird to me too. And I understand very well what you're alluding to. If you wanna kite, I'll take the flag and win the battle.

now, let's rack our brains and find a more appropriate name for that ;-) i've got nothing at the moment, but will think on this !
Personally, I don't have a problem with calling it a flag, given how disgraceful losing their flag/standard/eagle/etc. was to many military units throughout history. That said, you're not alone with this sentiment and we'll add it to the list of improvements.

View attachment 564671 View attachment 564672 View attachment 564673Battle of my single archer VS 2 elks. Deployment phase, Battle rounds and results. It did NOT go well for me ;-) Funny thing is, everyone died in the end, but I wound up with a defeat because I had not unit left
I think that one might have been winnable by using the outpost tile on the high ground. :)

I find the population growth mechanic rather strange. For those who are unaware it is a threshold based system between Stagnation, Growth, and Super Growth. As far as I can tell, once you are above Super Growth there is no benefit to acquiring more food per turn. Which ends up requiring some pretty mundane micro - checking in with your city every turn to see if you can move a population to another yield (or as the case may be checking to see if you need to add another pop because it has fallen below the Super Growth threshold).
Yep. At the very least the numbers need tweaking, but to be honest, I'd personally much rather it was just a standard 4X pop growth system where your excess food fills up a bar and more food = faster growth. I also found the microing of pops to maintain super growth to be pretty annoying. Not sure I can really see what the motivation is behind this design.
I like the concept of growth tiers, as I believe they are looking to manage the growth speed of cities (capping at one pop every 4 turns), and I guess also trying to make the process of pop allocation more significant if it happens between longer intervals. I agree it's a bit micro, as when you get a pop you might fall of a tier. I think the main annoyance I'm having is the actual number being hidden, so I have to permanently rely on the tooltip to see how much extra I need or how much leeway I have.

It would be good if auto-assigment of pops take into account the tiers. Basically, just place pops in the cases it would move us up a tier, or remove otherwise. For example, if I'm producing 20 food from tiles, don't assign a +4 pop, it's a wasted one. The same goes that if I'm at 51 food, I get a citizen and the food goes under 50, assign a pop to keep super growth.

Right now, the focus system thinks it's using a traditional model, and if you select city growth, it will assign citizens that would do nothing. I have a city with 30 food, I select city growth in the dropdown menu, and it assigns 2 pops that take it to 38, which changes nothing and they are wasted.
As Elhoim has speculated, we are attempting to get a handle on population growth. In many 4X games, population growth is your primary concern, because they help you get all other resources. Number can of course still be tweaked, and since this system is a fairly recent addition, the population automation doesn't take it into account yet.

By the way, is the OpenDev subforum at Games2Gether only accessible to those who are already in OpenDev? I couldn't find it in the official forums myself.
Yes, it's restricted to OpenDev participants. It's already hard enough to keep up with the feedback discussions everywhere without people commenting on threads by participants in entirely different forums. ^^ After OpenDev we will likely share some insights into the feedback we received, and hopefully what we plan to address it.

I wonder if it really is that beneficial in the long term to build quarters all over a territory and not Cluster mostly around the city center. In EL, adjacency bonuses and quarter level ups were quite important. The first exists in HK as well, did not hear anything about the latter.
Two aspects to this:
1. As the game progresses, there are various Infrastructures that will improve adjacency bonuses, so clustering quarters will become better as the game continues. There are also Infrastructures tat improve Exploitations, though, so clusters might not always beat a more distributed city layout. (Numbers are, of course, still subject to tweaking)
2. Quarters "level up" visually once the output of their tile reaches an era-dependent threshold. Here's a screenshot by our resident meme-master Salterius:
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does the fortress quarter have a ZoC?
Some of the Emblematic versions do, if I recall correctly.

it is also interesting to see that cities can bring up militia units. I think the AI had 11 units defending the city and each army can hold 8 units. And the battle area was huge. So city sieges can be epic multi turn affairs. In the mid and late game, you will need o bring large armies to take a walled city. It won't be like civ6 where you just bombard a city center until the city HP is low and then take the city with a melee unit.
They certainly will be multi-turn affairs if you want to employ siege engines, since normally those need to be built first, and the battle itself can last multiple turns. And that doesn't even get how the dynamic changes later in the game with the advent of gunpowder units...

@tedhebert - might not want to advertise on a public forum that you got around their scenario release. If it was intended I would think they'd have simply unlocked them all.
We're not going to crack down on him for that. As far as I can tell, that was just an issue with Steam not updating, rather than a deliberate attempt to circumvent restrictions.

No...they specifically asked if you used them to enjoy their advantages. but it's also pretty clear now, from reading other message on the G2G boards, that the survey is for ALL of the 4 mini battles included in Scenario 2... not only for the first mini battle
Some parts of the survey are shared between the battles, others are not. :)

I'm interested in unit veterancy system and promotions tree, in the devs video the trebuchet got two rank, but we couldn't see how it works.
As others have mentioned, it is "only" a +1 strength bonus per level, but trust me, even small differences in numbers have a big impact (as you can see from the impact the -3 from rivers and the +4 from high ground or flanking have).

I find I really don't understand well how unit placement BEFORE starting the attack, on the big map, plus how the deployment phase on the battle map, really work and affect unit placement. I tried many different things in the 1st and 2nd mini battle, and it seems to me that no matter what I do, the AI will place their units directly depending on what I did in deployment; I have no acces to what THEY'RE going to do in deployment, but it seems they do ?
As far as I know, the AI does not get to react to your deployment. But in the first three battles, the AI are the defenders, so they will try to take the most defensible positions they find.

I'd taken their flag but then the battle ended so I think I ran out of time and lost? Or it was a draw I'm not sure.
If you control their flag (or camp, if you want to call it that), then you are considered the winner, and they will be forced to retreat.

Also my pikemen were getting completely trashed by those francii units ? aren't they cavalry ?
They're cavalry, but they are quite strong cavalry that gets even stronger on the charge.

but still. I believe that the option to crush your opponent in a military will always be an option. If you wipe them all, they can't beat you in the end.
We're still discussing how exactly we'll handle it if you manage to destroy all other civilizations. But since victory is based on Fame, not map control, you may find that even though your Mongol Empire stretches across the entire world, your people are actually "listening to Aztec music and wearing their bluejeans", because they admire them more for everything they did than they do you for conquering them. :D

I wonder if you built walls then later expanded your city would the walls auto update to meet the new city limits or would they remain as they are? Visually it would be very nice to see the old medieval centre of a city surrounded by walls with the later expansion sprawling out beyond them.
Yes, the walls expand as you build new extensions that are connected to the City Center. As far as I can tell, this is for clarity and readability in combat (The wall is an obstacle to getting into the city, but not after).

Question, why Parisius and not Paris? According to Wikipedia it was the name of Paris at the end of the Western Roman Empire, so maybe we can understand that in this scenario the city was founded by the Romans who later trascended to the French. I could not get if there is any building that lets us infer a bit more of the "history" of this city in this particular scenario... that would be super cool
Our historian has told me that the city is called Parisius in this scenario in reference to the primary source about this siege, a text by Monk Abbon.
 
Phenomenal information @Catoninetales_Amplitude thank you so much!

As Elhoim has speculated, we are attempting to get a handle on population growth. In many 4X games, population growth is your primary concern, because they help you get all other resources. Number can of course still be tweaked, and since this system is a fairly recent addition, the population automation doesn't take it into account yet.

I should have clarified my original comment, I actually like the direction that this mechanic is taking population growth. Having extraordinary food surpluses does not necessarily equate to extraordinary fertility rates (nor does a high fertility rate equate to large increases in the adult population). There should be upper limits to the growth rate of cities - whether that is a hard limit (like what is implemented currently) or a soft limit (like some sort of exponentially decaying function).

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Glad to hear that the automation will take this mechanic into account.
 
Thanks for taking the time to reply!
In many 4X games, population growth is your primary concern, because they help you get all other resources.
I'm not sure I completely agree. Most 4X games have a variety of mechanics that do exactly this, I mean the obvious example would be industry/production because the buildings you can get from them can usually give you all other kinds of resources. Food isn't unique in this regard and I worry that all this accomplishes is shifting that "primary concern" from food to industry.

As I've said in the post on the G2G forum, even though I've been highly critical of this system, I can get behind it provided it doesn't provide a significant scaling issue where food starts to feel like a pointless mechanic in successful games where your growth in other areas causes you to naturally sail well beyond the super growth threshold. Super growth should be very difficult to maintain for long, extended periods and should require a significant amount of dedicated work towards producing food imo. It definitely didn't feel anything like this in the scenario.

Something I'm curious about - and this isn't so much a criticism, but just that, a curiosity - is why the decision was taken to make growth "tiered" rather than simply letting growth scale with food surplus linearly, with a capped upper limit to population growth? To me this seems like a simpler idea that accomplishes all the same goals.
 
Thx for all the infos @Catoninetales_Amplitude, really appreciate it, I'm sure you must be overwhelmed with job to do with the OpenDev. For the record, I didn't circumvent anything... @rastak just wasn't aware that phase 2 included 4 distinct scenarios, and thought that I'd somehow got to the phase 3 scenario ;-)

Am having a ball with openDev, really looking forward to phase 3 !
 
Something I'm curious about - and this isn't so much a criticism, but just that, a curiosity - is why the decision was taken to make growth "tiered" rather than simply letting growth scale with food surplus linearly, with a capped upper limit to population growth? To me this seems like a simpler idea that accomplishes all the same goals.
As far as I understood from the information our game designers provided when we introduced this system to our VIPs, this tiered system exists because they want to get a handle not just on the maximum growth, but also on the growth speed. This is connected to some other features we haven't really talked about yet, but in general we want to avoid situations where you can "burst" your city growth by several population in a single turn, possibly by deliberately "spending" it on something (e.g. the Forced Labor option unlocked with Masonry) only to push the growth thresholds so low you immediately bounce back.
You could say it is more about the pacing of growth than it is about the limits. The hard thresholds rather than diminishing returns were chosen for clarity to the player.
And speaking of limits: In the OpenDev Senario, even if you hit SuperGrowth on the first turn, you get at most to 7 population (perhaps a few more depending on events). That's certainly big for an Ancient Era city by turn 30, but in my experience it does get much more difficult to maintain super growth or even growth at all as your city grows, due to how food consumption is calculated. I don't know the exact formula, but I am pretty sure that the food consumption grows faster than linear. (EDIT: After a quick check, I believe food consumption grows roughly quadratically.)

Thx for all the infos @Catoninetales_Amplitude, really appreciate it, I'm sure you must be overwhelmed with job to do with the OpenDev. For the record, I didn't circumvent anything... @rastak just wasn't aware that phase 2 included 4 distinct scenarios, and thought that I'd somehow got to the phase 3 scenario ;-)
I wasn't referring specifically to you, but I had seen others remark as well that they could still start scenario 1 at a time when it was supposed to be disabled (between Monday and Thursday).
 
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