The OpenDev/Preview Thread

First of all, I have a super Alienware rig, with a GTX 1070 and a 27 inches monitor, and I hadn't noticed the game set me up by defaut at 1920X1080 and Quality level good. I have no idea why it would do that, and I was so excited to play I never checked that. Switched to Quality FANTASTIC and to 2560X1440. What a difference, it's amazing.
I found the graphic quality awesome with the crappy settings, but it's so much better with full max settings. And my rig can take it, it's just so smooth.

If that's how it looks in mid-year systems, then it would probably be like that for slightly-lower mid-tier ones as well (I hope). My laptop has a GTX 960M and my CPU is i7-6700. It's a 5-year old model, but I think it meets the minimum requirements for the OpenDev.
 
If that's how it looks in mid-year systems, then it would probably be like that for slightly-lower mid-tier ones as well (I hope). My laptop has a GTX 960M and my CPU is i7-6700. It's a 5-year old model, but I think it meets the minimum requirements for the OpenDev.

Yes I think it's fair to expect mid range systems will still enjoy the beauty of the game at lower quality and resolution... that's very nice to know

some people in the official forum have noted that they didn't understand why min specs have been set so high, that the game didn't need it... I'll wait and see on that part because we obviously have a stripped down version of the game ATM
 
Yes I think it's fair to expect mid range systems will still enjoy the beauty of the game at lower quality and resolution... that's very nice to know

some people in the official forum have noted that they didn't understand why min specs have been set so high, that the game didn't need it... I'll wait and see on that part because we obviously have a stripped down version of the game ATM

It's a good thing by the time Humankind gets released I already have a brand new, more powerful, gaming laptop hehe

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.
 
I stumbled upon the following gameplay videos:



 
One thing I noted which have maybe not been mentioned is that some buildings say x amount of resources per territory which I find confusing. Because that could mean x resources per territory you own, or x amount of resources per territory controlled by the city, which seems to be the case.

So I would like the text to instead say: x amount of resources per territory controlled by this city.

Or even better: x amount of resources per territory controlled by this city, which equals y amount of resources due to the city controlling z amount of territories.

Example a granery provides 5 food per territory and the city owns 3 territory, the text could say:

5 food per territory controlled by this city, which equals to 15 food due to the city owns 3 territories.
 
Bah, I still can't get the scenario to start and the main menu/settings are broken. Made a thread about it on the official G2G forums, but since it is weekend I guess I'm going to miss out this time since it closes on monday :(
 
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The non-military value of fortresses!

Basically, you can place them wherever you want inside the territory, and then you can place a quarter next to it to take 5 tiles worth of a yield.
 
The non-military value of fortresses!

Basically, you can place them wherever you want inside the territory, and then you can place a quarter next to it to take 5 tiles worth of a yield.
Had NO idea you could do this. Insane.
 
Do you mean insane in gameplay terms? Because from a historiographic point of view, I love it. It makes so much sense that you don‘t only have your city center but the whole region lives. Also kinda lessens my fear that cities will just grow out from one point like a fungus. I‘m guessing other quarters can also be placed farther away from the city center, like harbours for example.
 
I just meant "insane" as in "that's pretty powerful" etc, not a criticism. Sorry, that's just the way I talk :crazyeye:
 
From what I could remember from the dev diary videos, the symbol for faith is two hands doing a cup gesture (for supplication), not weird aliens.
Indeed, it's our placeholder icon (from ES1), as Faith/Religion system have been removed from the OpenDev scenario.

Bah, I still can't get the scenario to start and the main menu/settings are broken. Made a thread about it on the official G2G forums, but since it is weekend I guess I'm going to miss out this time since it closes on monday :(
I replied on the G2G forum ^^.
 
I watched someone stream the scenario... and to say I was very impressed would be an understatement. I am really looking forward to playing this for myself.

I wonder if there are game speed options and how it affects gameplay beyond turn count.
 
Do you mean insane in gameplay terms? Because from a historiographic point of view, I love it. It makes so much sense that you don‘t only have your city center but the whole region lives. Also kinda lessens my fear that cities will just grow out from one point like a fungus. I‘m guessing other quarters can also be placed farther away from the city center, like harbours for example.

Yes, harbors can also be placed far away from the city center and you can use them to create "trading ports" as they sinergize with trade quarters, so you can create different "hubs" inside the territories that as the game progresses would begin to join together, like in RL.
 
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.

does the fortress quarter have a ZoC?
 
Decided to really try and see just how much I could break the game in this playthrough. Biggest observation that led to this is that scouting is VERY powerful. You really cannot have too many scout units. They can find curiosities, but more importantly, hunt loads of mammoths. The scout cavalry unit in particular is really good and worth getting as fast as possible as it costs the exact same as a regular scout, but is stronger and faster.

Also noticed the real strength of harbours in this run. With lumber yards, fisheries and fishmongers you can really pump their yields up pretty high.

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Side note to the above: the high emphasis on scouting leads to turns getting bogged down in an absolutely huge amount of micro. Particularly without faster combat/movement speed settings it was very very tedious playing like this. I hope the power of scouting gets toned down a bit for sure.
 
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.

Most definitely is, as your first focus is on exploiting tiles. Plus at some point you run out of worthwhile, strong tiles. THEN you switch to clustering. It's not one or the other, the district limit is very high, so you go through phases of exploitation, first by taking the low hanging fruit of strong tiles, then switching to infrastructure development.

Side note to the above: the high emphasis on scouting leads to turns getting bogged down in an absolutely huge amount of micro. Particularly without faster combat/movement speed settings it was very very tedious playing like this. I hope the power of scouting gets toned down a bit for sure.

They gave us 19 "armies" to play around with exploration. Considering that Romans bonus is +3, I believe the cap will be much lower in the actual game. In the press build it was 11, but I think it would be lower than that still. Plus they removed aggressive animals like bears, which would totally decimate single scout armies.
 
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