Elhoim
Iron Tower Studio Dev
I guess I'm gonna stay away until or if I get in, I'd prefer to play it unspoiled.
Thanks. Doesn't look like I got in.![]()
I guess I'm gonna stay away until or if I get in, I'd prefer to play it unspoiled.
I myself am going to still watch the live streams while waiting to get in, if ever, because personally if I'm dealing with something new with a lot of new parts, I get too overwhelmed unless I know what I'm dealing with.
Oh come on. Every time I think Amplitude has hit already the upper limit of my warm feelings towards them, they do something adorable like that Thank You screen.
Found the key in my email's promotion box. For anyone who hasn't have a key check all folders.
Just finished playing it. The good news that it is already fun to play, the military units based expansion is brilliant in forcing a peaceful builder like me to actual build up some forces when in pretty much all other 4x titles I avoid it until forced too. The music and art is amazing.
The bad news is that I still have the same unease in building quarters that I did in Endless Legend. I always feel like I'm bulldozing the yield from the terrain when placing quarters next to each other, blobs instead of a snake like line.
But the other 2 major problems I had with Endless Legend are fixed: The combat was actually fun and not a confusing affair. The other problem is that depiste the amazing world building, I just can't really get into fantasy (but never had a problem with the Sci Fi in Endless Space 2, a all time classic in my eyes). So maybe this time I'll figure out how to place quarters.
Oh no I forgot to mention that in the suvery! Also the intro and outro video was very charming.
They said that keys would be sent out over 24 hours, but I won’t get my hopes up. I purely play as a city builder and I am not interested in the other scenarios so those are out for me. I hope the wait isn’t too long, civ has gotten stale enough as is and the 4x genre is about as lively as the dead sea. Back to playing Maya on fractal
Oh, and have fun with opendev. The game looks very promising
I did check the promotions, the spam, and my usual inbox, and nothing came up. Guess I either have to wait tomorrow or next week.
By the way what time did you receive the email? At 10 am when they officially announced OpenDev was starting?
3) I'm currently unsure what the penalties for rapid expansion are and if they'll be strong enough to prevent city spam. I seem to remember that stability provides penalties for civic acquisition? But if this is all it is, I don't know, I'm not sure it's enough. You can expand very very quickly in this game and it feels very strong to do so.
5) I'm a little concerned that the game has more of randomness or "luck" factor than it needs to. Tile yields seem to vary an unnecessary amount, similar to how they do in Civ VI - some basic industry tiles grant 1 industry while others grant 2. The flooding event provides options that involve spending a significant amount of gold to avoid negative consequences, as well as an option to just chance it - the penalty for chancing it is severe if you get unlucky, but non-existent if you get lucky. I get how this kind of variation might seem cool on the surface but the reality is it just adds too much luck to 4X games. It's one of the main reasons why the Civ NQ community abandoned Civ VI shortly after release.
@Catoninetales_Amplitude : Can you confirm that if I don't have it on the rewards tab in my G2G account I'm definitely not in? I'm feeling a bit of a fool refreshing my mail all day.
If you can't redeem it on G2G, you're not in yet. The initial batch of people is relatively small, but we'll be expanding that number over the course of OpenDev. You still have a chance to get into the first wave, then more chances for the second and third wave.Yeah, I wonder how many people got it, that the spots were so limited we couldn't get in.
Glad to hear this feedback. It's something that I've been wanting to show for a long time, but if we want to zoom in close to show off the details of our cities, space is at a premium and we had to use pretty dense cities. And yes, there are other ways: You can use Harbors as a starting point as well, and later on the Hamlet. (I'm don't remember right now whether or not the Castle Quarter works as a nucleus for construction, but if it does that provides another option in the Ancient era.)Something that's always really irked me about Civ 5/6 and Endless Legend is the way cities work in those games. You just plop them down and that one single urban area is meant to be responsible for all the land around. You can end up being a powerful, game-winning empire that literally contains no more than 3 or 4 urban areas. It's just... eurgh... for me it completely destroys immersion, being nothing comparable to real-world nations. A feeling I'm really getting from Humankind is that this trend is now completely broken - "cities" aren't really just "cities" any more - they more represent administrative regions of your empire, with the city representing the main hub of the region, and they'll contain numerous other small towns or settlements. For example, extending to an adjacent region turns your outpost into an "Administrative Centre" district, which you can build out from. Even building luxury or strategic resource extractors far away from your city allows you to build extensions next to them. I believe the final game will have other ways of doing this too.
If you reach the point where you no longer want to explore manually to pick up curiosities, you can use the auto-explore options. As far as I know, auto-explore will make a point of collecting curiosities.Few more points:
1) I really like the "goody huts" (called "curiosities") in this game. They feel enticing to chase after, without being so beneficial that they feel like a massive priority, as they have been in a lot of recent 4X. I also like that they feel a bit more realistic - rather than being nothing but benevolent tribespeople or ancient ruins, they take a variety of forms, such as old animal bones that give science or random warriors who wish to join your cause. Something else interesting - they spawn continually on the map, rather than being used up once they're taken. I do hope this doesn't lead to a lot of annoying unit micro throughout the game, though.
An Encyclopedia is already in the works. For the other feedback, please make sure to check the G2G forum for the OpenDev subforum (log out and back in again first to refresh your permission), where the production team might reply.2) The UI already looks great. There's a couple of suggestions I'd make though - and I'm sure things will get implemented as the game continues development - but still. For one, the science button at the bottom left could show a small icon representing the actual tech being researched, rather than just a beaker. It's nice to know at a quick glance what you're currently researching, especially when you're chaining techs - there's also currently no way to see your empire's total science output, at least not that I could find. There's also not as much clarity as there could be on some tooltips. The tech tree doesn't show industry cost for buildings/units/extensions. Some extension types only exploit the tile they're placed on, while others exploit all around, but it isn't clear on the tooltip which is which. Something like the civilopedia would also be really nice in the finished game.
There will be rebellions in individual cities, or even empire-wide revolution. Furthermore, cities need to be administered to work at full efficiency, and Administrators are limited resource. That said, outposts themselves do not impact stability. Instead their cost scales up, and they are very fragile (A decently sized early game army can burn an outpost down in a single turn, if I recall correctly.)3) I'm currently unsure what the penalties for rapid expansion are and if they'll be strong enough to prevent city spam. I seem to remember that stability provides penalties for civic acquisition? But if this is all it is, I don't know, I'm not sure it's enough. You can expand very very quickly in this game and it feels very strong to do so.
Another bit of feedback you should take to the G2G forum. We think that a degree of randomness will increase the replayability, but perhaps a "no events" gameplay option could be considered... The problem with that would be that it would make the ideologies much less dynamic.5) I'm a little concerned that the game has more of randomness or "luck" factor than it needs to. Tile yields seem to vary an unnecessary amount, similar to how they do in Civ VI - some basic industry tiles grant 1 industry while others grant 2. The flooding event provides options that involve spending a significant amount of gold to avoid negative consequences, as well as an option to just chance it - the penalty for chancing it is severe if you get unlucky, but non-existent if you get lucky. I get how this kind of variation might seem cool on the surface but the reality is it just adds too much luck to 4X games. It's one of the main reasons why the Civ NQ community abandoned Civ VI shortly after release.
The events mostly have quite specific triggers, e.g. having a minimum number of river tiles within the exploited tiles of your city for the Flooding Event, but there are of course also systems to prevent you from being flooded with a load of events in a single turn, so even if the conditions are met an event may not always trigger.In general, I think the events system will be a lot more fun and enjoyable if it's implemented in a way that prioritises fairness heavily. For example, both "positive" and "negative" events could occur, but in a way that's allocated such that either there's some consistency with player actions (for example, setting on a river always provides the flood event - this may already be how it works as I've seen this event both playthroughs), or that the game ensures the player is hit with an even mix of the two, or both. It would be a shame to just have to play with the events switched off to avoid this problem.
If you can't redeem it on G2G, you're not in yet. The initial batch of people is relatively small, but we'll be expanding that number over the course of OpenDev. You still have a chance to get into the first wave, then more chances for the second and third wave.
I didn't feel you were coming across as bitter, just understandably frustrated. I would have replied much sooner, but yesterday was a wild ride.Thanks for the answer, and I'm sorry for the bitterness. I think you know how eager I was to play it, and hurts a bit to see everyone having fun with it while I'm stuck waiting. Anyway, will check back on the specific game mechanics discussions once I'm able to try them myself and give proper feedback.