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Community Feedback on Balancing

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11 years ago
Sep 7, 2014, 8:52:06 AM
TimBur wrote:
I don't think we need another era that's "mostly like the others." The first four eras already feel a little repetitive. In this, I agree with DevildogFF - rather than more of the same, the end result would be better if we instead did away with the 5th era, and had a more interesting variety of techs in the first 4 eras (techs that grant new abilities, and qualitatively change gameplay).



However, I do like the idea of an uber-era, with techs related to either victory conditions or super-powerful abilities (e.g. terraforming). That sounds like fun.




To my mind the game is developing really well. The AI needs vast improvements (computer players get defeated by minor factions for instance...), but I'd love to see Era V end with players controlling 25-35 pop cities and many 8 unit armies of lvl 8+ units running around. At the moment one upgraded army is enough to wipe any computer player off the map.



5th Era tech can give players a way to better specialise their cities but also allows you to use your research more constructively instead of back filling old techs you skipped for a reason. Then Era VI will be like in Endless Space, allowing you complete your chosen victory type. This will only be relevant though once it isn't so ridiculously easy to just walk in and take the oponents capital so other win criteria need to be explored.



I think the best way to better balance the game at the moment is bonus combat benefits in territory as a default setting for AI, scaling upwards with game difficulty level.
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11 years ago
Jul 24, 2014, 9:03:10 PM
So..... here are a few things.....

1. Broken Lords: Population for Broken Lords in having several high level cities is near impossible (and I'm one of the few players that has massive cities, as in higher than 9 spaces of city).. it is great if you want a bunch of lower level cities, or one major one.. but the dust for the population of one city goes up when you grow the population in a completely different city, which I think is extreamly cumbersome for the faction in the long run.

2. Vaulters, they are great.. best resources, major science increases, great at massive cities and defensively and not too bad of units, only downside is that eventually you run out of things to put science into.. and you're getting thousands of science per turn.. perhaps there should be a way to convert excess science in cities ((for a very very small percentage of dust or something.. just something, doesn't have to be too worthwhile)) This doesn't even mention the holy resources.. which just make the vaulters flat out overpowered in resources (which you know.. is great for my style of peaceful economic play.. but nonetheless.. I think more should be added to other races to compensate)

3. Necrophage Food for Death should increase at some point in the ages, as it stands while the units are getting stronger and stronger, the food you get from killing them remains the same (perhaps it should increase with each era), I haven't tried the boomer ability yet but it seemed like it isn't all that great.. perhaps when it exploded it would heal nearby necrophage or something as well as disease enemies. (although with the improvements made so melee is quite powerful, I suppose one could argue that they still are a great faction).

4. Ardent Mages, while their runes are fairly good, and useful when you have the dust to spare.. they also only work best at a small scale.. once you build a city to grand scales.. the runes offer very little (while being almost over powered in the very beginning), so I would argue for a percentage increase to the city involved (like 5% per hex of the city, or less).

5.Wild Walkers.. now this is a troublesome faction to figure out since their stun ability is rather nice.. and their units are relatively good or atleast okay. On the downside their economic issues lie in that they have the best starting ability of anyone really, increased industry from forests.. however.. besides a few nifty abilities like 50% defense in forests (if that is still around) and divination into nearby lands.. their abilities do seem to lack in the long term when compared to the massive cities of the necrophages, the grand tech of the vaulters (and holy resources), or the % of the Roving Clans.. generally they are balanced but maybe some more benefits from the forest might be nice.. like treant guards per hex in the forest.. or something. But notably they are okay.

6. Roving Clans.. a major downside to them is that you can't customize mercenaries or upgrade them.. so they are great when you want raw force against your opponents, but in the end game where specialized items come into place.. the clans will lack (although their own units may work out okay for that), also their % from what people buy I think should decrease with the amount of players that are in a game.. because otherwise their effectiveness will vary (like 20% in 2 player, 15% in 3 player, 12% in 4 player, 10% in 5 player, 9% in 6 player, 8% in 7 player, 7% in 8 player.. or something to that effect) to keep things balanced. (( A major issue also is that the AI does not buy.. it doesn't even research it unless they are the Roving Clans.. so that should be worked on for the Roving Clans to even be an option when with AI players.)

7. More Obscure things to find through exploration maybe.. eventually most land becomes just land with occasional ruins.. so a special ruin every now and then.. moreso than others.. might be sort of cool... just a thought.

8. The Speeds NEED to be equalized for the rate of dust verse industry construction as I explained in the sites discussion documents.. 'fast' gives too much benefit for purely industry building compared to the other speeds.

9. Eternal Winter takes away any need for the 50% food in summer.. I think eternal winter should be optional within the features (though it's fine to have winter come on during random intervals).

10. More severe effects of winter for cities, like instead of just -1 food/dust per tile, maybe -50% food and Dust as well (so broken lords are on equal footing).. since it is harder to harvest in winter afterall....

11. As for combat.. maybe more mobility in what units can do.. like if they're a spear user they could 'brace' for a charging (moves) calvary to do extra damage in the initial attack, stuff like that.
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11 years ago
Aug 3, 2014, 7:59:10 AM
There is an exploit whereby I can purchase small quantities of a resource I own a lot of, to inflate its price. Then I dump that resource in the market, getting the full price on each unit sold and raking in the Dust!



In this kind of situation, few buyers would realistically buy the entire amount being offered for sale at peak price (unless demand for it was highly inelastic). Even if a single buyer considered purchasing the entire quantity at one time, they would negotiate a bulk discount.



To improve game balancing, it may be suitable to consider including a bulk discount that scales to the quantity being traded. Alternatively, there could be limits placed to preclude dumping (scaled to the scarcity of the resource in question). Such mechanics should apply for all trades, not only sales.
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11 years ago
Aug 4, 2014, 3:12:13 PM
Are these going to be updated to reflect the changes in 0.5.18?
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11 years ago
Aug 8, 2014, 8:31:42 AM
IDK about everyone else, but I 100% of the time try to get the Haunts and the Kazanji minor factions if I can. Way more than the others.

They're just better units, IMO, and have better pacification bonuses.



Not saying they should get nerfed, but maybe (If people agree with me here) other factions could get some buffs?

The passive of Sisters of Mercy seems way underwhelming in particular.



Only played a few games so my opinion doesn't mean a whole lot lol
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11 years ago
Aug 14, 2014, 1:49:48 PM
Concerning Hurnas Orcs VS Jotus Wolves minor factions:



I think their minor faction bonuses should be switched with each other.

The Orcs must get the 5% vision distance bonus while the Jotus get the 5% attack. Here's my reasoning:



The orcs are currently the most powerful minor faction imo. Besides being longest range minor fighters, they are also the only minor faction capable of killing some of my units in auto-combat right now, even when I have more than 70% higher advantage. They also have "block" and "point blank power" which makes them more powerful than most melee units at melee range, even the units of MAJOR factions! Oo



Besides unit balancing, it makes more sense that Jotus get the faction attack bonus cuz they have shorter range anyway and lore-wise they have weaker eyesight but they are tougher brawlers. They are supposed to be unique medium range fighters. It makes no sense to me to give a faction with "weak eyesight" a faction bonus of "vision range" cuz vision range does NOT affect ATTACK range. and it makes no logical sense lore-wise smiley: confused



So overall, if you switch their faction bonuses with each other, it will be a good balance for BOTH of them.
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11 years ago
Aug 19, 2014, 2:26:31 AM
Hello amplituder fellow forumites!! To begin with a big thank you to the developers for making such a great game - keep 'em coming! smiley: biggrin



I've already logged all of 150 hours playing this game and can now consistently beat it in Endless difficulty - though not without re-loading :-) That said and without further ado let's go to my main observation:



Expansion disapproval is a pain. Currently the Vaulters are over-powered because of this. The solution could be either to nerf the Vaulters or reduce ED for all functions. ED is too high and makes the +25% approval bonus a one way ticket - which it shouldn't be! You want us to be free to choose any of the options but due to the high current ED values we are constrained to choosing that one - and sometimes even that is not enough to sooth our revolting populace.



Please don't read this as nerd-rage: it is anything but. I am very glad to have the option to discuss this and am sure you must be aware of the issue already but these are just my 2 centime. smiley: smile
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11 years ago
Aug 20, 2014, 6:15:59 AM
BL Bishops imbalanced



Often I saw BL Bishops do a few damage say by 5 but heal each adjacent units by 15-25....it somehow wrong?!.. From where they got another tonns of soul energies??? :^) Yea, it's great for BL =D but not for they enemyes 8-E
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11 years ago
Sep 7, 2014, 6:55:29 AM
Nodor wrote:




Initiative appears to be a terrible stat, I place my army near the back, the AI charges, can't reach me/attack round 1, and then I smash them into pieces on my turn because they moved into range.




This is I major issue right now, really needs to be looked at. If the AI is not the aggressor in the battle then they should play defensively forcing the agressor to initiate any advance accross the battle field.
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11 years ago
Sep 7, 2014, 7:01:31 AM
Rincewind wrote:
Hello amplituder fellow forumites!! To begin with a big thank you to the developers for making such a great game - keep 'em coming! smiley: biggrin



Expansion disapproval is a pain. Currently the Vaulters are over-powered because of this. The solution could be either to nerf the Vaulters or reduce ED for all functions. ED is too high and makes the +25% approval bonus a one way ticket - which it shouldn't be! You want us to be free to choose any of the options but due to the high current ED values we are constrained to choosing that one - and sometimes even that is not enough to sooth our revolting populace.





Expansion disapproval has an easy counter. I have pop 30-40 cities on fervent happiness with heaps of happiness to spare over the 100% mark. Two main increases are:

Luxury Resources: Wine is massively OP at the moment but the others all contribute. If you can't produce them buy them on the market. The side quest that doubles your output for some of the early era resources is a really important one to boost these throughout the game.

Lvl 2 districts: Don't underestimate this, they contribute positively to your happiness so when you tack on a new district your happiness will actually go up. Might only get you one instead of three new tiles, but allows you to expand again next time. Incendently I've got a tier two surrounded by 6 tier 2 dirtricts but can't make a tier 3. Is tier 3+ city expansions coming?
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11 years ago
Jul 24, 2014, 2:28:00 PM
Thanks for adding the quick poll hopefully you'll get more feedback



It would be nice to see a spreadsheet where we can add thoughts on races as a whole (including their special techs and affinities), rather than just their units.
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11 years ago
Sep 12, 2014, 8:51:15 PM
the units are too damn strong now. I literally fall a sleep when trying to fight when playing at night. Because the units take so small amount of dmg trying to play the game as militaristic faction is not an option. Also the units strong healt makes tactics fly right out of the window because tactics make so small diference now. Could you just pls make units weaker. Also one more thing about the war and figting, because starting war requires so much influence the ai never starts a war.
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10 years ago
Nov 25, 2014, 12:03:36 PM
Era 1 advanced armor & alloy : There is 3 problems about this.

1 - you don't have the ressources to build the stuff.

2 - at the time you think about to do the research, you go on tiers 2. And tiers 2 stuff is as good (even better) than advanced armor & alloy.

3 - you really need to go on anothers Era 2 research



In Era 2, same problem ! You get tiers 3, and Tiers 3 is better for weapons and armors.

I search era 2 alloy, just because I need heros accessories (+2 dmg to all army, and +2 golds/citizen).



So there is a problem with these useless research.

And there is many others useless research (see the feedback worksheet).



One problem, maybe, it's the cost of research increase only because the number of research you do.

I think, if you are Era 2, maybe, science cost of an Era 1 could be less, and don't increase so much total cost of yours next researchs.
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10 years ago
Nov 30, 2014, 7:31:56 AM
In my experience, Drakkenlings with decent hero buffs are unstoppable. They are tanks. As Drakken I never bother to research Wyverns and only produce a few Ancients relative to Drakkenlings. The Ardent Mages' Eneqa wings can prove tricky, but they're the only unit that has ever posed a challenge to me when I'm playing Drakken and using a Drakkenling-heavy army. The AI aren't intelligent enough to use sound tactics, and having a ton of health and decent defense makes battles far too easy.



Cultists' Preachers are terrible, especially given the Cultists' need to be moving around the map so much. It would make more sense to me for their starting unit to be cavalry (or to have more move points) to support that need to move around and contact villages.



Ardent Mages' Telsem Warlocks also seem to be underpowered starting units.
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10 years ago
Nov 30, 2014, 11:03:01 AM
Small change to buff the Necrophages. The Will of the Hive. In the early game, it's (kind of) noticeable, giving around +10% attack to level 1 unupgraded units. But as soon as around late Era 2 or Era 3, the Will of the Hive is drowned out by higher level units and better weapons. I won't be waging war to more than 1 faction just because I'd get a additional +4 attack when my units already have 200 attack. The Will of the Hive should be changed from a flat bonus to attack, to a percentage bonus to attack, maybe around +10% per declared war. Otherwise, the faction trait wouldn't affect my decision making at all.
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10 years ago
Dec 3, 2014, 7:27:55 PM
karmos wrote:
In my experience, Drakkenlings with decent hero buffs are unstoppable. They are tanks. As Drakken I never bother to research Wyverns and only produce a few Ancients relative to Drakkenlings. The Ardent Mages' Eneqa wings can prove tricky, but they're the only unit that has ever posed a challenge to me when I'm playing Drakken and using a Drakkenling-heavy army. The AI aren't intelligent enough to use sound tactics, and having a ton of health and decent defense makes battles far too easy.




This one's always bugged me. I have no clue why Drakkenlings are the best tanks in the game. Played a game last night where my opponents Drakkenlings had ~ 600 Health and ~400 Defense. After 6 rounds, I'd be lucky if I killed one or two.



The combat changes made right before release added a lot of health to all units and slowed combat down. Late game combat (between well equipped armies, not Ai stomps) is super tedious as the 6 rounds of cambat is not enough to resolve and the armies are large.
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10 years ago
Dec 3, 2014, 7:49:25 PM
Propbuddha wrote:
This one's always bugged me. I have no clue why Drakkenlings are the best tanks in the game. Played a game last night where my opponents Drakkenlings had ~ 600 Health and ~400 Defense. After 6 rounds, I'd be lucky if I killed one or two.




And they're not even an army that relies on tanking. Their other units are a bunch of flyers. (Ancients may be a bit fragile, inappropriately so in my opinion, but with a high initiative ranged flyer, there's usually someplace relatively safe to park it.)
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10 years ago
Dec 6, 2014, 8:07:44 PM
Meedoc wrote:
or any feedback on the spreadsheet (how I could improve them)




I have a couple of suggestions regarding the Unit spreadsheet, the first being, rather obviously, updating it - it's missing two major factions and 4 minor ones.

I took the data from your GoogleDoc spreadsheet and copied it into a big flat Excel table because, and that's my second suggestion, I thought it could be interesting to add some columns that could serve as filters. Take a look at the file I created. The added columns are:

* Faction Type: Major / Minor

* Unit Type: Infantry / Cavalry / Ranged / Support / Flying

* When they are available: at the start / researchable in Era 1 / researchable in Era 2

* Attribute Total: a "score" made by summing all the numerical values related to a unit (i.e. Attack, Defense, Critical, Initiative, Health, Speed, Range)

* a simple Y/N flag for quick filtering of units with and without Capacities



This allows for some pretty nifty sorting and comparing. For instance, it only takes a couple of clicks to see that among the Major factions, three have Infantry as their starting units. Furthermore, the Necrophage Forager has an Attribute Total of 72, significantly less than its AM and BL counterparts (92 and 90 respectively). However the Forager has 2 Capacities, versus only 1 for the other units - still, are the Forager's Capacities really worth 20 Attribute points?



Of course, this is just a crude analysis, you will want to weight each attribute in order to reflect their relative importance to the gameplay. Nevertheless, I think this kind of document can at least be useful to stir people towards asking the right questions.
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10 years ago
Dec 10, 2014, 3:42:10 AM
Propbuddha wrote:
This one's always bugged me. I have no clue why Drakkenlings are the best tanks in the game. Played a game last night where my opponents Drakkenlings had ~ 600 Health and ~400 Defense. After 6 rounds, I'd be lucky if I killed one or two.




Exactly. In my experience, the Drakken are perfect for the warpath. I thought that as a faction concerned with diplomacy, the Drakken would be more nuanced.
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11 years ago
Jul 9, 2014, 6:57:52 AM
nathanebht wrote:
The game could certainly be more balanced. Some paths are obviously optimal.



When researching, buildings that produce more Industry are of primary importance, then Science, and then Food. Since you must have the Industry to build other buildings and units, you always improve this first.



Since it doesn't make sense to have heroes dual purpose, who to buy to staff in your cities is obvious. The heroes that add industry to wooded hexes.



Which hero type is best for scouting? The one with 2 extra move points and 1 more sight range.



Currently, choices are presented but seldom hard to make.




Nope, this is for you only. I play considerably differently, and differently for each faction. Quite frankly, it sounds as if you have only played WW exclusively.



Try playing a few different research builds, and you'll notice you can have different (but absolutely viable) strats with the different priorities.



Thanks devs, will have a look at the spreadsheets!
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11 years ago
Jul 8, 2014, 4:08:38 PM
Would you guys consider consolidating the 6 eras in to maybe 4 or 5 and just add more to them and flesh them out a bit more?



Less fluff and more substance for each era?



Also, in regards to the minor factions, when will all 16 be in game? It's hard to really talk about balance when there are still 8 not in game.
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11 years ago
Jul 8, 2014, 4:24:32 PM
DevildogFF wrote:
Would you guys consider consolidating the 6 eras in to maybe 4 or 5 and just add more to them and flesh them out a bit more?
This might indeed be 'the' way to go, because I don't think many games would last till the 6th era. (at least, those against the Ai I played never did, can't comment on MP, have not been able to fully complete a mp game)
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11 years ago
Jul 8, 2014, 5:51:07 PM
Thank you so very much for putting this thread together!

It is nice to have a place to give feedback where we know it is going to be seen and considered regardless of the number of views one of our posts might receive.

The fact that you have given out common google docs really shows your faith in and commitment to your community.



EDIT: I think before tossing in an opinion on reducing the number of eras I would like to:

1) see the devs' vision of era 5 and 6

2) play some games with nerfs to researched weapons/armor: maybe games would last longer than.



Are all the tooltips listed in these docs current? I feel like some stuff (especially Science) differs in the game from what's listed in them.
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11 years ago
Jul 8, 2014, 7:50:04 PM
Hello,



Regarding the 5 and 6 eras, here is what I can say for now:

  • the 5th Era will be mostly like the others.
  • the 6th Era is going to have just a few tech (mostly 8 or so) but very expensive and powerful. The idea is to to tie each of those technologies to a victory condition.
  • we plan to add a few improvements in the current era, depending on the feedback we'll collect.





Cheers
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11 years ago
Jul 8, 2014, 8:54:51 PM
Could we get a separate doc for discussions involving building balance?

Grouping that in with the discussion of Science makes feedback regarding the related unlock kinda lengthy for a single table cell.

Unless you would prefer all that information in one place for ease of access.
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11 years ago
Jul 8, 2014, 9:07:45 PM
BadgerTemplar wrote:
Could we get a separate doc for discussions involving building balance?

Grouping that in with the discussion of Science makes feedback regarding the related unlock kinda lengthy for a single table cell.

Unless you would prefer all that information in one place for ease of access.




HGow would you separate them? All techs have the same research cost, so the only difference is what they produce (the buildings, unit of effects). What would the science discussion look like without the buildings?
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11 years ago
Jul 8, 2014, 10:11:48 PM
Meedoc wrote:


  • How often do you take them?
  • Do you have pre-made orders for certain Eras?
  • Do you unlock this technology before unlocking the next era?
  • Do you unlock this technology after unlocking a more advanced one?
  • Have you ever taken this technology?
  • What do you think about the related unlock?
  • Is the cost increase enough / too high?







The buildings do need to be included in the Science Discussion.



I interpret "What do you think about the related unlock?" as "Is the IND/resource cost and bonus it supplies balanced (as far as buildings are concerned)."

The Science discussion is comparing research options to research options.

Units are also a part of the Science discussion, but we have been supplied with a separate doc in which to discuss the balance of a unit's stats compared with other units' stats.

A new doc specifically designed to compare buildings to other buildings for balance purposes could be helpful.

In the end though, it's all up to how the Devs want to receive feedback.
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11 years ago
Jul 9, 2014, 1:12:49 AM
The game could certainly be more balanced. Some paths are obviously optimal.



When researching, buildings that produce more Industry are of primary importance, then Science, and then Food. Since you must have the Industry to build other buildings and units, you always improve this first.



Since it doesn't make sense to have heroes dual purpose, who to buy to staff in your cities is obvious. The heroes that add industry to wooded hexes.



Which hero type is best for scouting? The one with 2 extra move points and 1 more sight range.



Currently, choices are presented but seldom hard to make.
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11 years ago
Jul 9, 2014, 3:46:12 AM
I'd like to see the following changes in next patch:



Broken lords:

Vanguard HP to 47 from 44.

Ryder HP to 47 from 44.

Dust Bishop healing like... halved, if not more.

Hero talent tree bonus resources reduced to 1.5 from 3.0

Dust per population reduced 15%.



Wandering Clans:

HP bonus on mercenaries reduced to 50% from 100%.



Necrophage:

Necrodrone damage -5, DEF +1.

Forager: HP +8.

Borough bonus reduced to -40% from -50%.



Minor Factions:

Sisters of Mercy HP to 40, DEF +1.

Delvers HP increased to... not be so useless.

Jotun HP and DEF increased by a little bit to make up for weak bonus and only 2 range.

Haunts and Daemons both get HP increased to 50, but damage reduced by 3-4.



Special research equipment:

Stats reduced substantitally. Instead of 15 bonus initiative try 1 or 2. Instead of 250% more damage than steel try 50%. Right now glassteel equipped soldiers (especially since it's so free to get from quests) are wrecking everyone else.
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11 years ago
Jul 8, 2014, 10:53:56 AM
Hello dear players!



I hope you're having fun with the latest build. Seeing that we're drowning under your feedback, I suspect you are smiley: smile

A lot of threads on several balancing subjects popped up in the last few days. Still, it's quite a time consuming task to build a synthesis of so much content. And that's why I'm here, to offer you a new support which is going to help us to be more efficient to deals with your feedback on specific subjects.



For now, I'd like to gather feedback on 3 main topics: Science, Units and Minor Factions. More will come later!



You'll find below the different open spreadsheet to edit. To give your feedback, add your name in a column on the right and list the feedback for each element you want to comment on.





SCIENCE



Link to document: [Science]



We're currently preparing the last eras and we've planned some refinement which may evolve depending on your opinions.

In this spreadsheet, you'll find 1 sheet per Era. What I'd like is to read what you think about the different technology:

  • How often do you take them?
  • Do you have pre-made orders for certain Eras?
  • Do you unlock this technology before unlocking the next era?
  • Do you unlock this technology after unlocking a more advanced one?
  • Have you ever taken this technology?
  • What do you think about the related unlock?
  • Is the cost increase enough / too high?







UNITS



Link to document: [Unit]



We already have some changes in mind and your feedback is going to allow us to validate and refine our thoughts.

In this spreadsheet, you'll find 1 sheet per Faction. What I'd like to read is what you think about each unit:

  • Is it strong enough?
  • Do the different units of the faction have enough synergy?
  • Is the cost / power ratio fair enough?
  • How often do you use the unit?
  • Which minor do you use to complete the major factions units?
  • Which major faction do you avoid / use with this minor unit?







MINOR FACTIONS



Link to document: [Minorfaction]



Regarding the minor faction, we're not satisfied with the current diversity and we'd like to improve it.

In this spreadsheet, you'll find 1 lonely sheet with the list of the faction describing the assimilation bonus and pointing to the Unit Sheet to their unit. What I'd like to read is what you think about:

  • Their assimilation bonus
  • The unit strength, cost, etc.
  • For which reason will you assimilate them? (unit, assimilation bonus, both)
  • Once assimilated, would you switch the faction for another?







Quick Survey



Only twelve mouse clicks in order to rate the balance of the races.





If you'd like to discuss other subject, or any feedback on the spreadsheet (how I could improve them), please discuss them below. Finally, keep in mind that we'll still read the thread on the forum, this tool is meant to be complementary.



Cheers,

smiley: amplitude
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11 years ago
Jul 10, 2014, 1:12:38 AM
EzekielMoerdyk wrote:
Nope, this is for you only. I play considerably differently, and differently for each faction. Quite frankly, it sounds as if you have only played WW exclusively.



Try playing a few different research builds, and you'll notice you can have different (but absolutely viable) strats with the different priorities.



Thanks devs, will have a look at the spreadsheets!




Actually, I've done well with all the factions except Necrophage. Necro's may have some shifted priorities but the other factions needed Industry -> Science -> Food.



Please provide examples, I'd be happy to learn that there is some depth to the game that I missed.
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11 years ago
Jul 10, 2014, 2:11:59 AM
Industry is clearly the best. I would probably ignore that guy as everyone who seems to know what they're doing is in agreement that industry > all.
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11 years ago
Jul 10, 2014, 3:00:59 AM
things are a little tricky for Broken Lords Population,YES, Broken Lords rely on dust to buy population

but when price is increasing for each total population, Buying them will eventually become very very expensive, it is kind of unfair, since other factions using food for increasing population

eventually it will outmatch Broken Lords in greater income



also I don't think building 4 or 5 districts around town center is a good way, could lower the district need for level up Town Center.
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11 years ago
Jul 10, 2014, 2:19:50 PM
I feel that the dust armor and weapons you get for moving into the 4th and 5th Eras are greater than the researched armor techs on a pure stat basis. Extra armor point + HP pool is really powerful, and in most cases seems better than either less armor + crit or even worse, less armor and initiative.



Given the limits on available tier 3 and 4 resources per turn relative to the volume needed to produce troops with tier 3 and 4 equipment, not spending anything besides gold for upgraded troops feels broken when those stats appear superior.



Initiative appears to be a terrible stat, I place my army near the back, the AI charges, can't reach me/attack round 1, and then I smash them into pieces on my turn because they moved into range.
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11 years ago
Jul 10, 2014, 2:42:01 PM
Nodor wrote:
Initiative appears to be a terrible stat, I place my army near the back, the AI charges, can't reach me/attack round 1, and then I smash them into pieces on my turn because they moved into range.




I see what you mean, but do not forget that sometime you just dont have enough space to place your army out of reach of the fast cavalry / high initiative foes, and this is during such moment that you would like to have some initiative to smash them in first. smiley: wink
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11 years ago
Jul 13, 2014, 11:19:38 PM
Meedoc wrote:
Hello,



Regarding the 5 and 6 eras, here is what I can say for now:

  • the 5th Era will be mostly like the others.
  • the 6th Era is going to have just a few tech (mostly 8 or so) but very expensive and powerful. The idea is to to tie each of those technologies to a victory condition.
  • we plan to add a few improvements in the current era, depending on the feedback we'll collect.





Cheers




I don't think we need another era that's "mostly like the others." The first four eras already feel a little repetitive. In this, I agree with DevildogFF - rather than more of the same, the end result would be better if we instead did away with the 5th era, and had a more interesting variety of techs in the first 4 eras (techs that grant new abilities, and qualitatively change gameplay).



However, I do like the idea of an uber-era, with techs related to either victory conditions or super-powerful abilities (e.g. terraforming). That sounds like fun.
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11 years ago
Jul 14, 2014, 8:03:57 PM
TimBur wrote:
I don't think we need another era that's "mostly like the others." The first four eras already feel a little repetitive. In this, I agree with DevildogFF - rather than more of the same, the end result would be better if we instead did away with the 5th era, and had a more interesting variety of techs in the first 4 eras (techs that grant new abilities, and qualitatively change gameplay).



However, I do like the idea of an uber-era, with techs related to either victory conditions or super-powerful abilities (e.g. terraforming). That sounds like fun.




Yeah, this is what I was getting at. I'm really sorry to hear that Era 5 will be more of the same. Why?



Consolidating them and really making them much more unique and deep is where we should go. I like TimBur's idea of new abilities and gameplay changers.
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11 years ago
Jul 21, 2014, 7:20:51 PM
I feel like since the techs that let you build tier one titanium and glasssteel items are rarely worth getting compared to the one that lets you get tier 2, same with the other strategic resources, you really have no incentive to get the first tier unless your are already at war or planning an early war, since you're basically just wasting science to get an item that will be obsolete soon after, especially in a science heavy civ like the Vaulters or a civ that can just use mercs instead like the Roving Merchants.



I feel that the earlier tiers of equipment building should be dramatically cheaper once you unlock the next era, and/or even required research, so in order to get to tier 2 you must have tier 1 researched first. Make the tech less irrelevant if you decide to wait until late game to go to war.
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