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The OpenDev/Preview Thread

So, my impressions from playing the Stadia OpenDev (I haven't finished the game yet, and yes, I'll put it in the form afterwards as well:
  • The game is very fast-paced in that there are a lot of things to build and not enough time. The Era stars come quite easily and though I wanted to get to the merchant ones, I reached the sciences ones much faster. It does seem though that one era is a good amount of time for me for one playing session - I have the impression that will help me get back in.
  • The zoom on my mousewheel didn't work. I wonder why.
  • There is no mini-map, right? I missed that! It can get quite confusing with the armies. With the high movement rates AND the narrow movement paths (due to elevation levels and cliffs), it's hard to cut someone off AND at the same time go around a hostile independent army... (I know, that doesn't make sense, but it's how I felt). Perhaps a civic that slows down foreign armies in your territory (the other option would be speeding up yours in foreign territory, potentially canceling each other out :)).
  • The Independent People should get different shades of grey. The map became a sea of grey units for me which feels just not quite right. Just a little bit of graphical differentiation could help a lot here in my mind. Also patronizing and incorporating one did cost a lot of money. And the result then was a bit underwhelming. No historical deed? Maybe there should be a way of using Influence for that as well. They were all in their zenith all the time for me, so I wonder if that works?
  • Going from Nubians to Goths really seemed wrong to me. We really could use another era thrown in here :)
  • Outposts / Administrative centres should get names of their own. It just increases the flavour and does make sense as well. Otherwise, you will never see more than 1-2 city names per culture and that is sad. As this map was filled out by the middle of classical I doubt we will otherwise ever see the cities of Berlin or New York. And since the map will be filled by the modern era, there really needs to be some way for that to happen in my mind.
  • Speaking flavour-wise, I look forward when Insignia will be included so I don't speak to "Empire 1", but to the "Empire of the Turtle" or the "Federation of Stars".
  • It wasn't quite clear to me how one earns the civics. Also, they will probably get repetitive. Which against points me to the fact that I will probably play Humankind on slow speeds to really take in the whole story whereas I usually play Civ on faster speeds to get to the Unique Units in time.
  • When I got an era star, and clicked on the show me sign, I didn't understand which era star I got here and then. So the UI in general can use some improving - but there's time :)
Again, not finished yet with my game. Just my first thoughts of yesterday evening :)
 
I'm not sure I understand what your question is here?

In one of my playthroughs, I got a lot of era stars by the time I already got 7 to transition to the Classical. Once I transitioned, those extra era stars were gone.

Are your cities in "danger of starvation" or whatever it's called? If they stay like that for multiple turns in a row they will cause pop decline.

No, they weren't. In fact a few 20 turns before that was the exact notification I received from my city.
 
Finished my first playthrough of the stadia opendev.

Researched a lot of techs. Build the Mausoleum wonder. Expanded pretty quickly. I think I had about 5 territories. Allied easily with my two AI neighbors. They caused grievances against me but I renounced any demands. Had a ton of money. Fought some battles with independent people. Picked Persians as my classical era civ.

First impressions

Overall the game is great. The game has depth and strategy. It also feels very immersive. I like the little touches like the leaders talking to each other and the voice over when you pick a civic. It adds to the immersion factor.

Diplomacy is awesome! I love the treaties and how they are organized in different areas like trade, information, borders. You can customize your relationship with each civ.

The game mechanics for all the different systems are all really interesting.

UI is generally good but I did get a little bit of newbie frustration with the UI. Obviously, the more I play the game, the easier it will get.

I know I was playing with merchant civs, but gold felt really easy to get. I had about +150 money per turn without even trying to max my gold. I was able to buy stuff very easily which is good as a merchant civ. But I did not really produce much. My tech was way faster than I could build the new stuff. A lot of my cities felt a bit underdeveloped. I think my capital only had a couple buildings and 2-3 extensions.

I had notifications that popped up in the middle of a battle and completely interrupted the battle. It was a bit jarring to be pulled out of the battle like that. I did deal with the notifications and then go back into the battle.

The auto resolve is really good. It is quick and fun to watch.

Fame points seem a bit inflated. I mean, I got over 2172 fame points in just 2 eras. I can only imagine what a typical fame score is when you finish an entire game. Maybe lower the fame points just a tad so that getting thousands of fame points feels like a high score?

Just my thoughts. Overall, I love the game a lot.

i1vZ2Bi.png
 
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From the 3 games I played, I think the easily numbers get exploded, I ended up with +2208 money per turn, that's basically I can buyout 3-4 quarters / 7-8 units per turn, way too strong. Perhaps that's because the quarter limit is not implemented, hopefully the final game won't be this snowball prone.
For Fame's sake, I would stay longer in an era, to collect as many star as possible, but since I can't see other player's stars, I don't know when would they enter the next era, so this is a bit risky. With the weak AI in the OpenDev Beta, it's not a problem, I easily got over 7000 Fame, but in a higher difficulty game, I want to know howmany stars other players are getting, I need to plan based on this info.
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- I don’t like how you can replace another extension on top of an existing one to replace it – I’d want to make extensions more permanent. Or is this a glitch in the demo?

It's like that, and I quite like it. Gives some much needed flexibility, plus it's logical, as what your city needs over the course of the game changes and you might need to replace them.
 
It's like that, and I quite like it. Gives some much needed flexibility, plus it's logical, as what your city needs over the course of the game changes and you might need to replace them.

In a way it does give you less constraint in how you focus your cities, and I am willing to consider that as a good mechanic.

I'm a bit worried about careless players who aren't aware that you can show what extension it is on the map, and thought they were going to plop down an extension on an empty tile, only to find out it already has an extension with a better yield for another resources.
 
I have posted some of my thoughts about the Stadia Open Dev on Reddit, but after that I have played several more play throughs, so here is an update impression/suggestions:


Mini maps.​
Without them, it can be really hard to navigate on a large map with a large empire.

Trade.​
There are notifications for new trades, which is great, but I cannot see any active trade routes from AIs in the diplomacy window.
I want to know exactly who brought which from me.

Roads.​
Can you actively create road connections between your own cities? Or can a city support another city's growth (imagine the internal trade routes of Civ6?) (I do like how you can assign multiple cities to build 1 wonder.)

City Extensions (Quarters).​
The quarters, once developed, looked very similar to each other or some exploited features. I usually cannot tell which quarters I have built (or others have built) without mouse over it and read the descriptions; and I sometime accidentally plop a new Quarter on an existing one (thus destroyed the old one), because there is nothing (besides confusing visuals) indicating that this hex is not undeveloped.
I would suggest give Quarters colored outlines in order to make it more visible when in the "Quarter building mode" or strategic view.

Production List.​
I love the art for different city infrastructures; but when shrink them to the size of an icon in the production list, it can be hard to figure out which is which at a glance. I often need to mouse over every icon in order to find the one I want to build, and it is sincerely tedious.
I would like to see an option for a production "list" - a listed version of the production panel, which contains the name of every build-ables (like the city production list of Civ series).

Gift.​
I am fully aware that HK doesn't support "active trading" but I would like to see an option of give a city/outpost to another civ without them actively demand it. (Because I accidentally demanded one of their outposts and they accepted the demand, thus ruined our relationship. :crazyeye: How can I return their land back.)

Overall, I would suggest to made things - UI, Terrain Features, Quarters, etc. - more visually readable/accessible, for I personally don't find "mouse over literally everything because you cannot tell what it is at a glance" as an enjoyable experience.
 
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Can you actively create road connections between your own cities? Or can a city support another city's growth (imagine the internal trade routes of Civ6?) (I do like how you can assign multiple cities to build 1 wonder.)

No, tech unlocks automatic roads between cities and outposts. As a side note, I would have loved something like in EL in which you need to build an infrastructure to "upgrade" the roads inside a territory.

I would suggest give Quarters colored outlines in order to make it more visible when in the "Quarter building mode" or strategic view.

Yeah, there's a mode you can activate to see outlines. It might be nice if it enables by default when placing quarters.

I would like to see an option for a production "list" - a listed version of the production panel, which contains the name of every build-ables (like the city production list of Civ series).

Definitely, at some point it can become quite crowded.
 
As a side note, I would have loved something like in EL in which you need to build an infrastructure to "upgrade" the roads inside a territory.

In the list of World Deeds there is one about "being the 1st in the world to build a railway line between two cities." The wording sounds like it is something you need to actively build it, so I would image a city infrastructure or something similar to Civ VI's Military Engineer.

Yeah, there's a mode you can activate to see outlines.

That's nice. Where can I find this mode?
 
In the list of World Deeds there is one about "being the 1st in the world to build a railway line between two cities." The wording sounds like it is something you need to actively build it, so I would image a city infrastructure or something similar to Civ VI's Military Engineer.



That's nice. Where can I find this mode?

At the lower right corner of the screen, above the End Turn button. There are three little dots - the mode you're seeking is the first one.
 
At the lower right corner of the screen, above the End Turn button. There are three little dots - the mode you're seeking is the first one.

Thank you! That's definitely far clearer. I wish it can enable by default when placing quarters.

————————————————————

Also, it seems the AI will try to spam the Commons Quarter when their is a Stability problem, this is the first real "problem" I have seen with the AI:

Spoiler :

HUMANKIND™ - OpenDev Beta.jpg


NINE commons quarter in one border region. Absolutely hilarious.
 
Thank you! That's definitely far clearer. I wish it can enable by default when placing quarters.

————————————————————

Also, it seems the AI will try to spam the Commons Quarter when their is a Stability problem, this is the first real "problem" I have seen with the AI:

Spoiler :

View attachment 572982

NINE commons quarter in one border region. Absolutely hilarious.

You HAVE to mention that on Reddit, or the Games2Gether forums, or whatever :rotfl:
 
You HAVE to mention that on Reddit, or the Games2Gether forums, or whatever :rotfl:

I already post it on the Reddit, in that big OpenDev feedback thread. Don't know about the G2G forums, it seems to me that it's not very active, even less active than here which isn't even an official forum of the game (the old EL players are probably more active on the official HK Discord, I suppose).

The problem behind this cluster is that the AI seems to like over-attaching territories, and every attached outpost would -20 stability to the city.
The city that built the Commons cluster, Hattusa, attached 4 or 5 territories and cover the whole southern coast of the continent. That's easily -80 or -100 stability.
 
I already post it on the Reddit, in that big OpenDev feedback thread. Don't know about the G2G forums, it seems to me that it's not very active, even less active than here which isn't even an official forum of the game.

Well, I'm probably not the only one who thinks that either; and it's quite ironic honestly haha
 
I just posted this over at games2gether too, but since discussions are ongoing here as well.

Careful, monster post ahead:

Diplomacy - general

+ Overall, I liked the system a lot, as far as I could understand it. In more detail

+ The structured view of treaties was great to see things quickly

+ The system allows for quite nuanced relationships, rather than “just” global diplomatic states.

+ There seems to be a good variety of treaties available to make peaceful relations worthwhile

+ I liked the avatars talking to each other, it added flavour. It could get a bit old, so a variety of phrases would help. Better yet if they change over time to reflect differences in language. Overall, it’s more of a gimmick for me, so I wouldn’t want it to divert resources from other important areas.

- I’d like an option to specify what or how much I want to ask on top as part of a counter-proposal. Right now, it seems fixed at certain money levels for each kind of treaty.


Relations with the AI

- The role of the AI archetypes (casual, violent, …) wasn’t totally clear to me. Are these fixed traits that will stay in place over time? If so, what exactly are the effects – the descriptions are quite vague. Should we have all this information from the outset or should some of it be revealed over time/by diplomatic contact? Civ VI and AoW: P did handled this quite nicely in my view (though the way Civ VI AI agendas worked is a different matter).

- I was slightly confused by the cultural proximity meter and the stance/opinion? Which of those two primarily determines AI actions? I assume the later? What exactly does the culture do? Merely influence the morale meter? If so, that would seem a huge wasted opportunity. I think it should definitely feed into AI stance/opinion and form a major component of it.

- I’d like more transparency on the factors that influenced AI stance/opinion. Ideally, I’d want the numerical values sitting underneath these items, e.g. -4 from grievances, -2 from cultural difference, etc. If the design philosophy is that too many numbers would break immersion of become too game, we could have qualitative increments. For instance, Civ V differentiated serious and less serious impacts with bold and unbold/normal text. Something similar, or weak/medium/strong would go a long way to structure information. Also, consider colour coding to differentiate positive and negative effects. Most games deploy red/green. That can be problematic from colour blindness perspective some colour coding would be great.

- As indicated, I like the tolerance meter, but I wasn’t sure whether it was purely heading in a direction or to a point.

- Also, does this tolerance meter consider only ideology or also civics chosen? Two empires can have the exact same ideology alignment, but with different civic choices. Arguably, civics seem more important in defining what a culture is like, so it should ideally be both. Which will be tricky with my next point.

- Continuing that train of thought, is there a way to see the opponents’ ideology positions? All nice and fine to incorporate the tolerance meter. But without knowing where we’d need to go to improve relations - if the player regards this as important – it’s hard to make informed decisions.

- I’d like a way to see the opponents’ opinions of each other, in addition to peace/war/alliance status? It would be very useful to anticipate future diplomatic developments. Such information could also be linked to espionage or other requirements, but it should be accessible somehow.

- I’d also like an overall diplomacy screen with all empires’ relations with each other. The classic diplomacy spiderweb/network chart. It’s just handy to have at a glance.

Grievances and demands

+ I think I love the system of grievances, demands, and morale. I say “I think”, because …

- I’m not yet sure I understood it 100% it. The tool tip text was actually decent, but the system is so complex that I need to play one version through at least one to the end to confirm my understanding.

- Equally, it took me a while to discover what the actual demand was. I saw the icon representing the grievance, but it wasn’t immediately clear what would happen if the demand were accepted.

- The other aspect I initially struggled with was: I moved my demand over and insisted on it, but it was rejected. I thought, based on the tool tip, that if I now wait for my morale meter to fill up to 100, I can ask again and the demand must be met. Only what I had 100 and couldn’t do anything further, did I get that you can only really demand once.

* I initially misunderstood that you get a flat morale bonus when earning the grievance, but that you need to make it into a demand for it to earn further morale points.

* Is there a way to make a demand or request outside of grievances? Maybe I am vastly more powerful than my neighbour and want to squeeze them a little. Is there a way to do so? Or ask an ally for some help.

Trade

+ I tentatively like the idea behind the trade system. It seems less micro-heavy than in other games.

- But I’m not sure I understand all aspects of it. For instance, I see some trade routes on the strategic map, but not all, in particular the first trade route I established.

- It’s also not clear to me why resources have such different base prices. Is it distance? Wouldn’t that be affected by the second component? Is it supply and demand? Diplomatic relations?

- I also found the “Free trade” agreement a bit confusing. It said trade is free (i.e. doesn’t cost anything). But after I had agreed one, I found that all resources still had both cost parameters, base and transport cost. Does the treaty just offer a cost reduction? If so, the description should be improved.

Quarters and economy

+ Even though I had been following the game closely, only upon playing did it really dawn on me how cool but also complex the system is. It will take a bit of practice to make full use of it.

* Man, there a ton of things to build in a city. Way more than will likely be built. Maybe that’s the intent. Don’t build everything everywhere, but specialise. Will still take time to get used to.

+ I like how unadministered currently moves a city a whole food growth tier down. As mentioned below, it looks like other effects of unadministered don’t currently work as intended.

- Still not sure I am that on board with the way growth works.

Fame

+ I still think I like fame as a singular victory condition, because it gives a lot of strategic flexibility even late in the game and is nice thematically. It didn’t feel as impactful in this scenario, mainly because of the lack of challenge. The AI empires were far too weak to present a threat militarily or in terms of overall development, as far as we can tell from observation (see later).

- That’s essentially, because I would not see myself as a high score player. The objective would be to get more fame than other empires in a given session, not the most fame across sessions.

- If fame is the singular victory condition, it seems essential that we have some information on how other empires are doing. Ideally, a fairly accurate fame rating. Otherwise something a little vague, like a range, relative, qualitative statements (much higher/lower than you), or a ranking. It also makes sense thematically – if your empire has a lot of fame, it will be widely known what it is famous for? Those are deeds for the history books, so they better be public and the word on them spread.

- Era stars were pretty easy to get, many without really trying. That’s especially true for science. Maybe that’s ok for the first level ones, but I feel like later ones should be a bit more challenging.

- On the flipside, other era stars seemed quite (adequately?) hard, like the merchant/money ones and the agrarian/population ones. Interestingly, the most successful strategy for agrarian ones seem to me conquest. Far quicker than homegrown talent.

+ However, I like that higher-tier stars are worth more fame. In that way, the game rewards specialisation and planning.

- I would like to see a fame breakdown – where did I get my fame from? The fancy version would emulate Civ VI’s era timeline, but even a basic list would be neat.

Combat

+/- The battles were too small-scale and unit variety used by the AI too limited (practically only scouts) to say much about the tactical AI.

+ Overall, I think the battle system is excellent. It is clear and provides meaningful depth without going overboard for a game with this level of macro layer. I still think it might get a bit out of hand in late game, but it also depends how many wars there are and long extensive these are.

+ I quite like the way retreating is handled. No immediate loss, but you can’t do it all the time and you don’t have much control where units are going.

- I think the retreat status should last one turn longer. If the opponent doesn’t immediately follow up, it’s still easy to get away.

- A small item, but I find it the pause between moving and being able to attack a bit annoying. The unit is already there. Let me attack already!

Independent peoples

A good system sits here, but it’s not quite there yet.

+ I love how you can “rent” armies from IPs, but only for a time. I imagine very attractive for merchant players and I’d see some fun interactions with civics or cultures. Does any culture have a bonus on that direction?

+ I love how they gradually appear, start settling outposts, then cities. It’s great they have real names and cities.

* In this scenario, IPs felt almost too prominent. By the time I first finished my first session around T50, the were almost everywhere. Maybe that’s just me coming from other 4Xs and in real life people actually did live everywhere.

+ The symbology of which are peaceful and which are violent is clear.

- I have now idea what patronisation does. What are the benefits? What are the benefits of more developed levels? Vision seems to be one. Patronising supposedly makes peace, so I’ll need to check that.

* Also, making a case here that benefits of patronisation or assimilation should be a little special. A unique unit would be a dream, but likely unfeasible. But something other than % more of x. Maybe a special resources not attainable otherwise?

* Relatedly, it would be nice to have a few more types of IPs, like merchants, religious, scientists, etc. Kind of like in ES2 or Civ V and VI. The benefits received could then be differentiated by type, so that the game doesn’t need insane levels of unique items.

* I agree with another poster that different shades of grey or symbols would be nice to differentiate the (many) IPs, but it may not be feasible.

- I could not yet figure out how to buy resources from IPs. It seems to work differently from main empires. Ideally, clicking on a developed resource should give me the option to be, all prerequisites being fulfilled. That would be consistent and logical.

* I’m also not sure where the assimilate option works as intended or described. When I had the majority influence and was a patron, I still didn’t have the option. Do I need to reached some patron level first? Is there a tech/civic requirement?


Civics/ideology

+ I like the system – it feels very natural how event choices shape your culture.

+ I like the civic choices most that do something special, like allowing to build outposts with money. Ideally, more of those and less of +20% of x.

- It’s implied but never made explicit whether events always move us exactly one box along ideology axes. Would be good to be explicit.

- I’d like to see my current ideology alignment both when resolving an event and when deciding on a civic. Will that event move me into another category? Do I want that? How does ideology change with civic choices? It’s hard to tell, as the window only shows the future state. I’d have to go out, go to the mid-civics section, memorize that, and go back to the civics selection. Very cumbersome.

- Legitimacy applies “celebrating”, but it’s not clear within that screen what this status does. This should be explained within the dialogue to allow informed decisions with minimal jumping between windows. Similar to other cases of effects bestowed upon civic choices.

- I’d like to see the number crunching behind the civic point attainment calculations, if there is one. If it’s something like Civ V’s culture points, that would be easy to convey. Gain x amount of stability each turn, need y threshold for next point. Display. If it’s more complicated, maybe a less good idea.

* I’m a bit iffy on the vagueness of what unlocks civic options. Should it be kept hidden as is or should there be a hint what starts the choice e.g. start a war, have x population? The unlock conditions only really stays a mystery for the first few sessions before serious players will make notes or consult external sources what unlocks civic choices and proceed to do so efficiently. Or maybe an option to view/hide?

Balance

- I guess (hope) the AIs are hard-wired to go easy. They built practically no units other than scouts which made them pushovers.

* It’s of course hard to say at this stage, but Cothons seemed very powerful. Maybe it was just those particular spots near Ha Long (?) Bay.

* I feel like I got too much science in this playthrough. I went through techs pretty quickly, without having particularly invested in science output.

* That said, by the time I reached the end of an era, a lot of techs were still undiscovered which again points to era stars being too easy to earn in this build.

* It also seemed way too easy to expand. By the end of the game I had 4 cities and stability barely made a dent. That feels off, as something needs to stop ICS. I built very few outposts for those cities, though. By the time I wanted to, most territories had IP cities which I proceeded to conquer instead.

- A lot of the early infrastructure seems very underpowered, compared to quarters. +1 or +2 of a given resource per population or special quarter seems much lower than tile yields you get. To me that suggests that for a city’s first few dozen turns, it will focus on building quarters. Only when there is a reasonable base, will it make sense to add central infrastructure. That’s not a problem, but is that the design intent? Why give us so many infrastructure options so early, if we don’t really need them? Also, they can’t really be that much stronger, because otherwise the will snowball too hard later. Maybe make a few more early infrastructures flat bonuses, independent of population or tiles? Similar to era one buildings in Endless Legend?

Interface

- Notifications show give more details. You earned an era star. Great, which one? World deed achieved? Which one?

- Similarly, the rewards for curiosities disappear way too quickly to notice what we actually get. Maybe they can be a notification on the map, similar to the after-battle report? That way it doesn’t clutter up the main notification window.

- I’d like an option to expand/collapse all cities in the city list.

- While the tech tree is beautiful, especially once a tech is researched, some of the researchables’ icons blend with background and become indistinguishable. So, before researching, it’s hard to tell at a glance whether an item is a square (infrastructure) or a hexagon (quarter) or a unit. I initially thought there was no symbology at all, but once I started completing items I noticed it’s a colouring problem.

- It would be nice to have a breakdown of total empire science. This could sit in the tech tree/screen where there already is a summary. That way, we could see the impact of science agreements easily.

- I’d like to be able to shift the priority of techs around, similar to the buildings queue or how the tech queue was handled in ES2.

- Others mentioned that the close window button isn’t always at the same place for different screen. That creates some confusing inconsistency. Also consider that right click to close isn’t standard across these games, so you may want to include a general tool tip to that effect. Apologies if it’s there and I missed it.

- An indicator how long the retreat status will last would be nice.

- In the diplomacy screen, the reply from the other side to treaty proposal is quite small and near the top. I needed to search for a few moments whether there was anything. I suggest making the font bigger or making the reply more prominent in some other way.

- It would be nice to double confirm the path for units. First click gives a preview, second click confirms. If I am hasty, I sometimes see that my armies take an unexpected route and they start marching before I can change that order.

* Does “settlement” mean cities and outposts? My outposts had stability which benefited from ideology. The only applicable stability effect from ideology was on “settlements”, so I concluded that outposts are settlements. Is this intended?

* Why are unclaimed wonders in the city list? It’s not the worst place, but certainly not where I’d have looked for them.

- I think the number and/or size of structures in quarters should be increased. I find it hard to tell from a glance which tiles are exploitations, which are quarters and which are unused. The quarters lens helps, but only works when selecting the city. The information should ideally be readable from the map. Civ VI actually did this quite nicely via colour coding the structures’ roofs.

* In the final build, I’d like a large interface option as in EL. My eyes were never great and aren’t getting better. Being able to read text comfortably will make play more pleasant.

* An option in the strategic view to remove the icons for resources would be helpful to focus on cities or armies.

(Possible) Bugs

* Unadministered cities: first, unadministered cities could still build units, contrary to what the description says and what I know of the design intent. Secondly, it seems that assigning and administrator decreases output, rather than increases it. This happened in two separate cities. I can file a proper bug report in the sub-forum.

* I encountered erroneous visual clutter after starting to ransack an enemy outpost and having the “show districts” lens active.

* In several (all?) instances, my troops’ combat values were higher than suggested by the components’ sum. Do we get some kind of difficulty bonus in this scenario? If that remains, this should be separate sub-component. It can be very explicit “+5 from difficulty level” and a bit more flavoured “+5 from beginner’s luck”.

* The maximum population indicator in the cities list shows the current population. It will always show “2/2” or “6/6” instead of e.g. “2/8”.

* The first expansion era star didn’t immediately trigger when I had 2 territories i.e. my starting one plus one attached to capital. But I think it fulfilled later without me gaining any further territories. I also wasn’t sure about the description. I guess the formulation means that unattached outposts don’t count?

* The description for harbour says that it takes in territory bonuses from 2 tiles away, but it actually worked on just a one-tile radius. Still strong, so not sure whether the problem is with the description or the effect.

* I think I conquered one IP city without defeating all the militias in the process. Is that possible/intended? I think I occupied the city hex, so maybe I just need to conquer the centre or the flag to win the battle and ergo the city itself?
 
I learned a new thing in diplomacy. Each civ can have up to 3 badges and each badge can have up to 3 levels. You can see the badges under the leader avatars with three dots for each level. Badges are earned based on behavior and grant you certain abilities. You can see in this screenshot that I have the "traitor" badge because I declared a surprise war against the Aksumites. You can see from the tool tip that the "traitor" badge causes my enemy to lose more morale when I ransack or bombard their buildings and the badge expires in 10 turns.

I think that is a pretty cool mechanic.

t2Q3AQT.png
 
I learned a new thing in diplomacy. Each civ can have up to 3 badges and each badge can have up to 3 levels. You can see the badges under the leader avatars with three dots for each level. Badges are earned based on behavior and grant you certain abilities. You can see in this screenshot that I have the "traitor" badge because I declared a surprise war against the Aksumites. You can see from the tool tip that the "traitor" badge causes my enemy to lose more morale when I ransack or bombard their buildings and the badge expires in 10 turns.
I think that is a pretty cool mechanic.

I just finished a game in which I formally declared war against the Aksumites - so there was no Traitor Badge for me - but the Zhou-Greeks was allied with both of us.

I demanded the Greeks to declare war on Aksumites (because we were allies) via Diplomacy window and they were forced to do so, while the Aksumites tried to do the same, accuse the Greeks of betrayal, and accuse me of leveraging their ally (which is a real source of grievances in the game), and eventually the Greeks tried to stay in the Peace.

And, as a result:
Spoiler :

HUMANKIND™ - OpenDev Beta (1).jpg

Note that the Traitor Badge has two stars below it, because the Greeks betrayed me and the Aksumites around the same time, which counts as 2 betrayals.


So one can be a backstabbing jerk and a peacemaker at the same time.
 
I think pretty much the same thing happened to me. I was allied to Zhou-Greeks and asked them to declare war on the Aksumites. I don't think those were allied.

I couldn't tell whether the Zhou-Greeks acceded to my demand or not. Their diplomatic relations showed they were still at peace, but the diplomacy stance tool tip showed they acceded to my request. They have also started moving an army towards the other player. They also got those two badges and I got some inexplicable grievances. Strange stuff.

That said, his army had two hoplites. So they can build proper units. Those were way stronger than anything I had at the time.

I just jumped a ton of gold to a IP settlement to reach radiant level. Still no option to assimilate them. But the cultural dominance condition seems to work now, as I don't get red flavour text anymore.

Tried a bit more to buy resources from IP. Still didn't figure it out, even at max. patronage level.

Conquered Aksumite capital. I thought that I would need to add cities as a demand to get them after the war, but no grievance/demand like that showed up. Maybe different for capital cities that cannot immediately be kept? If so, that would need explaining.
 
I played several Huns game today and summarized some War mechanics in the Stadia OpenDev:

One can declare a war at any time, but that will be a Surprise War. Therefore you will not have any morale high grounds and the negotiations will not showing up properly.

Each players has a Morale Bar towards each other, begins with Morale at 50. To be precise, it is actually a War Readiness/Demand bar. When you have grievances, and is able to demand something from AI, you can try to demand it, then withdraw the demand, and the Morale Bar will go up. This means your people are becoming discontent because their demands are not met.

Repeat the process, your people will become more discontent, and the Bar will eventually reach 100. If you refuse AI's demands, AI's Morale Bar will go up as well.

When BOTH your and AI's Morale Bar reached 100, you can "properly" declare war, and not receive any Badges.

Let's say you the player has more military strength. You keep destroying AI's army and take its city, the AI's Morale Bar eventually drop to 0 - which means the AI doesn't have any more readiness to continue the fight, or the AI doesn't want any demands from the war anymore (one will not demand anything when they are losing). Therefore you can force the AI to Surrender.

Now you have 200 Morale over AI (you have +100, and AI has -100). During the Surrender Negotiation, you can use these 200 Morale to demand things from AI. The game will present you a list of negotiation choices, each costs some Morale, and when all the 200 Morale are spent - which means all your people's demands generated before and during the war are met - then it is possible to finish the Negotiation. (That's why I said this Morale Bar is more of a Demand Bar)

The Negotiation Screen - note that it is still a Work In Progress:
Spoiler :
HUMANKIND™ - OpenDev Beta.jpg


There are 2 outcomes of Negotiate a Surrender:

1. You demand yourself to become the defeated's Liege, and the defeated become your Vassal. To quote u/RNGZero from Reddit (I have been discussing war mechanics with him/her for a while):
"The war loser will get their taken over cities back but not all territories. All Lux/strategic resources both sides have (winner and loser) become shared for free and trade between either cannot happen (resources are already shared). Some agreements will happen between the cultures like mutual non-aggression pack and both cultures will be on the same "team." The vassal can become free through force or if their liege allows it."
Note that the Vassal is not being eliminated and will continue the game.

2. You demand ALL of the defeated's cities. The Vassal option will not be available when you do that.
After that, the AI will be literarily eliminated from the map. However, it still exists in the Diplomacy window, you can even sign treaties with it. I don't know if this working as intended or a bug, but currently it is like that.
- Edit: Also, you cannot access an occupied city's production list unless your culture is dominant in the city. Therefore more culture/influence output will be important for warmongers.


Overall I would say this is a sophisticated and clever system for war and diplomacy. It is like the representation of "war is an extension of politics (demands)".
 
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