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5 months ago Dec 13,2023, 14:03:03 PM

George Sand Beta

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Hello everyone! 

 

We've got some cool news for you today, as we have a preview of the next update, and it's playable right now. With the George Sand Update, arriving in January, we want to give you more ways to customize your experience, from new map settings and personas to non-exclusive cultures and debug tools for our diligent modders.

So, what have we got for you? 

  • Culture Rebalancing: Many cultures from the base game, Together We Rule, and all DLCs have been tweaked 
  • Added a Dev Mode Menu: To help modders test their creations, we have added a dev mode tool (see below on how to use it) 
  • Non-Exclusive Cultures Option: A new game setup option to allow more than one empire to play the same culture 
  • More Map Generation Options: Map Ratio, Natural Wonder Density, and Independent People Density 
  • New and Rebalanced AI personas: We’ve added over a dozen new personas for you to play against 
  • Buffed Transcendence: Sticking to your culture will now also give you a permanent bonus based on your affinity 
  • Various Other Improvements and Fixes: Find the full list at the end of this post 

 

So, how can you try this Update right now? Just open the properties of the game in your Steam library, go to the betas tab, and select the update_preview branch. Steam should then download the beta version of this update. (If it does not, try restarting Steam or verifying the integrity of the game files.) 

If you’re a modder, want to create specific situations or scenarios, or maybe just want to prepare some nice screenshots, you might want to try the dev mode tools as well. To do so, you need to open the properties of the game and add the “--allowmodtools” launch option. With this enabled, you can access a dev menu by pressing Shift+F1, and select starting era and cultures during game setup. 



Have fun with the beta and let us know what you think! 


[1.0.26.4406] "George Sand Update" - Version Notes  (Click to expand)

CHANGES & ADDITIONS 

  • Added the possibility to access a version of our Debug Menu, and the ability to chose your starting Era, through a Command Line. 
  • Added access to some Community Scenarios through the Main Menu instead of downloading a save from Games2Gether. 
  • Added a "Bug Report" button in the Main Menu and Pause Menu to allow you to report any occuring bug more easily. 
  • Added new stackable Neolithic Legacy Traits, one for each Era Star. 
  • Added new AI Personas to play against. 
  • Balanced existing AI Personas Difficulty Levels, Strengths & Biases. 
  • Added a new difficulty level for AI Personas, as well as a feedback of that difficulty in the lobby. 
  • Added a random AI Personas selection in the lobby slots when starting a new game based on your last world Difficulty Level. 
  • Added all new and existing AI Personas as Avatar Preset (exception of Victor Hugo and Lucy). 
  • Added the possibility to buy more things with Influence in Outposts such as Train Stations and Airports. 
  • Added an option to use non-exclusive Cultures during a game, meaning no more Culture rush. 
  • Added a "Buy All" button for Luxury Resources. 
  • Reworked the way Public Ceremonies work to make them more interesting by adding a big resource bonus. 
  • Added adjacency bonus on Holy Sites. 
  • Added a warning on a City pin when a Construction Queue is blocked. 
  • Added the automatic move of the victorious Army in the center of the conquered City. 
  • Added an improvement that allows to load a save made with an inactive but owned DLC. 
  • Added an option to Raze a City. 
  • Added an option to remove specific Districts. 
  • Added an option to remove Infrastructures. 
  • Added an improvement to ignore Train Stations and Airports in placement suggestion. 
  • Added a new icon for the Cultural Entente Embassy Agreement. 
  • Added a setting option to setup the density of Natural Wonders on the map. 
  • Added a setting option to change the map ratio. 
  • Added a setting option to change the spawn density of Independent People. 
  • Added a new Outgame View. 
  • Balanced a lot of different Cultures form all previous DLCs and Tentpole game. 
  • Balanced the Transcendence Legacy Trait to make them more interesting by adding an Affinity bonus in addition to the existing Fame bonus. 
  • Made Microbiolgy technology a prerequisite for Research Institute technology. 
  • Changed some era 5 tech position in the tech tree. 
  • Religious quarter: give a +1 FIMS bonus on basic FIMS districts, and reduced faith bonus to +2 

  

FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!) 

  • Fixed an issue where Neolithic map curiosities bonuses were not received when the unit is spawned on them. 
  • Fixed an issue where claimed island territories displayed a 0% influence. 
  • Fixed an issue where the Era Star money value was displayed as negative value past 2.1 million gold. 
  • Fixed an issue that could cause the save to be corrupted and couldn't be loaded anymore. 
  • Fixed an issue where the End Turn was blocked because of an unskipable mandatory action on a Army movement. 
  • Fixed an issue where Liberating a City that has a Paper deposit cause a Pending Turn. 
  • Fixed an issue where Ransacking Satelites's and Space Exploration's Shared projects didn't cancel the construction. 
  • Fixed an issue where we were unable to access an Iron Resource with the Power Investor. 
  • Fixed an issue where Agreements were available with an enemy vassal if an agreement has been sent just before becoming a vassal. 
  • Fixed an issue where Salted Beef's bonus on upkeep was listed as Unknown in the breakdown. 
  • Fixed an issue where in a certain case a Cyclopean Fortress that belonged to an enemy can keep its ZoC once the Player took the territory. 
  • Fixed an issue where often the Close button was missing in the Empire screen. 
  • Fixed an issue where the Polar Base tooltip did not include that it does not require to be adjacent to other districts. 
  • Fixed an issue where Thermonuclear weapons did not unlock the Bring The Heat deed. 
  • Fixed an issue where the Mississippians' Legacy Trait wasn't computed in the Placement Preview. 
  • Fixed an issue where a session of a player ends just one turn after the player has reach Era VI. 
  • Fixed an issue where there were no loot when the Unit you finish a battle with dies even if there are other Units left alive. 

  

OTHER FIXES 

  • Fixed an issue where a save game that was started with DLC-content cannot be loaded without an internet connection. 
  • Fixed an issue where an exception error was generated when a Client attacked another empires City when a few seconds were left on the End Turn timer. 
  • Fixed an issue where the Cultured Land deed is not unlocked when influencing an entire continent. 
  • Fixed an issue that occured when attempting to refresh the persona collection while having no internet connection. 
  • Fixed an issue where Decorations and Symbols are missing from Multiplayer. 
  • Fixed an issue where the applied functionality of the Trade Insurance and WorldWide Exchanges empire unlocks is unclear to the users. 
  • Fixed an issue where incorrect wording is displayed when an enemy army is poaching one of your Trade nodes. 
  • Fixed an issue where Violent Independent Peoples can ransack Trade Nodes of Empire they have a 2nd tier Treaty with. 
  • Fixed an issue where Maori emblematic Unit (Waka Taua) tooltip provided misleading information. 
  • Fixed an issue where Trade view's International Trade window doesn't correctly update when loading saves. 
  • Fixed an issue where Byzantines Emblematic Quarter only gives +1 Money per access to Horses instead of +2. 
  • Fixed an issue where "An Envious Eye" can trigger before the player has met any other Empire. 
  • Fixed an issue where disrupted Resource Deposits aren't listed in the ongoing Disruption in the Trade view. 
  • Fixed an issue where Temporary cities' Status are not applied on their last turn. 
  • Fixed an issue where the game doesn't remember player settings for World Generation. 
  • [Mods] Fixed an issue where overriding a localization key reset the search result in the localization database. 
  • Fixed an issue where Stability from Units only applies after moving. 
  • Fixed an issue where an incorrect visual for Independent People Harbor was used on map scheme view. 
  • Fixed an issue where wrong Combat Strength value was displayed for destroyed Units in the Battle aftermath UI when fighting Independent People. 
  • Fixed an issue where there was a spelling mistake in "Formidable Steeds" culture trait. 
  • Fixed an issue where manufacture's build condition mention counting the number of "Deposits" while it's counting "Access". 
  • Fixed an issue where unexpected visuals appear on Porcelain deposit when building an extractor. 
  • Fixed an issue where Unit health and damage taken each turn is no longer displayed if the total is 0. 
  • Fixed an issue where Caribbean Pirates Main Plaza asset protrudes from the edge of a cliff under certain angles. 
  • Fixed an issue where loading a manual save causes Food, Industry, Money and Science prediction to ignore certain bonuses. 
  • Fixed an issue where an unclear message was displayed when trying to do an Air Strike using planes attached to an Aircraft Carrier in Battle. 
  • Fixed an issue where Faulua's sail becomes invisible depending of its orientation. 
  • Fixed an issue where the city of the Visigoths Independent People and the first City of the Spanish were both called "Toledo". 
  • Fixed an issue where Transcendance bonus was unclear. 
  • Fixed an issue where there is a Tile mismatch between the visual and actual location for parts of the Bungle Bungle Natural Wonder. 

Hotfix - 20 December

  • Fixed an issue where the Public Ceremonies tooltip status where not localized.
  • Fixed an issue where the winning siege Army didn't teleported to the city center after an instant resolve.
  • Fixed an issue where the Reinforcement pin was showing even when a Battle was ongoing.
  • Fixed an issue where an error on Razing District povented it from downgrading to Ruins.
  • Fixed an issue where you coud assimilate an Independent People while you City was under Siege.
  • Fixed an issue where the Diplomat Transcendance bonus was reducing the Leverage action cost by less than 5%.
  • Fixed an issue where the Stability bonus was not applied on Districts.
  • Fixed an issue where the Avatar Presets of Influencers and Historical figures where editable.
  • Balanced the gains on the Hunter and Growth Neolithic Era Star events.
  • Fixed an issue where all folders in the mod.io folder where not fully remove when deleting mods.

CULTURE BALANCING 

CORE 

  • Assyrian LT: Add a 100% ransack bonus. 
  • Egyptian EU: Reduce Combat Strength (-2).  
  • Harappan LT: Food bonus now only applies to dry grass 
  • Olmec EU: Reduced Combat Strength (-1). 
  • Zhou China EQ : Reduced science bonus per near mountains to +4 and added +1 influence bonus per adjacent mountains.  
  • Celtic LT: boost food bonus to +3 per farmers. 
  • Goth LT : Upped the ransack to science bonus.  
  • Mauryan EU: changed resource prerequisite (copper). 
  • Byzantine EU: Boost Combat Strength (+2). 
  • Byzantine EQ: up money bonus per horse access to +2. 
  • Teuton EU: Reduced Combat Strength (-1). 
  • Haudenosaunee EU: Boost CS (+2). 
  • Mughal EQ: Reduced industry bonus per industry workers to +1 and make religious quarter, give +2 culture and +1 faith per population. 
  • Persian: LT: reduced the industry bonus for common projects from 25% to 10%. 
  • Russian LT: add -25% outpost attachment cost 
  • Russian EQ: add +3 influence per adjacent district 
  • Russian EU: up CS to 48. 
  • Zulu EU: Lowered CS. 
  • American EQ : Changed extension type to science district, lowered the science bonus on garrison, apply its bonus to all garrison of the settlement.  
  • Chinese LT: up money bonus to 15%. 
  • Egyptian EQ: Add +3 science bonus per cultural wonder in settlement. 
  • Soviet EQ Luxury: Boosted the weapon luxury militia bonus from 5% to 10%. 
  • Indian LT: The money bonus only applies on capital and is up to +3%. 

AFRICA 

  • Garamantes EQ : added +2 food per adjacent rocky fields & stone fields. 
  • Nigerian EQ : +5 oil access  
  • Nigerian LT : +3 industry per farmers. 

LATAM 

  • Caralan EU : boost healing to +10. 
  • Taino LT : lowered food per territory to +3 and add +2 food on common quarters. 

Together We Rule 

  • Han Chinese EQ : add +2 science per Paper access. 
  • Bulgarian EQ : applied : +3 science +3 faith. 
  • Singaporean EQ : +1 workplace per adjacent base district. (the workplace fims is define by the fims of the distric). 

OCEANIA 

  • New Zealand : lowered Legacy Trait science bonus on coastal water from +20 to +8. 


New AI PERSONAS 

  • King Arthur 
  • Salomon 
  • Tarquin the Elder 
  • Jimmu 
  • Māui  
  • Queen of Shebah 
  • Brynhildr 
  • Tomyris 
  • Khaina 
  • Arawelo 
  • Alii Ranni 
  • Kiviuq 
  • Malsumis
  • Hunor 
  • Dushyanta 
  • Shennong 
  • Nokomis 

 

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4 months ago
Jan 9, 2024, 5:20:27 PM

Feedback on the George Sands update after approximately 100 hours of testing. Every test has been done on normal game speed, Humankind difficulty, 10 players, huge random map with 30-40% landmass. Most playthroughs are with no mods installed, some are with the ENDLESS official mod.


  • Added new stackable Neolithic Legacy Traits, one for each Era Star. 

    • While this at first felt like a great addition, it has turned out to be the opposite. When playing against the AI the Player gets a huge advantage.
      Growth star: choose between +1 food or +1 money per population in a city or outpost.
      Knowledge star: choose between +1 industry or +1 science per population in city or outpost
      Hunter star: Choose between +1 combat strength on a unit or +1 Influence per population on a city or outpost.

      First of all, the AI tends to go from the Neolithic to the ancient era as soon as they have 1 star. In one multi-player game, I tested what they shift with. It comes out that 6 of 9 have chosen +1 food and 3 of 9 have chosen +1 industry. Zero AIs had more than one star. When I play I can have all 3 stars around turn 9-14, this gives me a major advantage over the AI. Also, the bonuses are not “balanced”. When choosing between +1 food or +1 money, this should be an easy choice. As these bonuses both apply to cities and outposts alike, then the money is way more powerful than food (the same is true for the +1 science/+1 influence). Now by choosing this, my outposts suddenly contribute to my empire. These changes have made things a lot easier on the Humankind level, I had only one choice IF I got all my knowledge stars. Lastly, the +1 influence from Hunter Star vastly overshines all the other bonuses. With this bonus, I can still have a good influence gain even when my cities are strained in stability or worse

      Suggestions to balancing.
      Go back to one choice BUT only if you have all 3 stars. Still being able to choose between all 6 options
      Or
      Growth star: +1 food or industry on capital
      Knowledge star: +1 money or science on capital
      Hunter star: +1 influence or +25 experience in creating units in the capital.
      I even suggest that the influence is a +1 faith instead

  • Added a random AI Personas selection in the lobby slots when starting a new game based on your last world Difficulty Level. 

    • The change that (probably) nobody asked for. I usually set up my AI’s with certain strengths like +20% science, industry or +30% fame. If I want it random then I press the random button. Please keep it so that the game remembers my earlier choices.

  • Added the possibility to buy more things with Influence in Outposts such as Train Stations and Airports. 

    • I like this one. Now I can use my outpost for something useful

  • Added an option to use non-exclusive Cultures during a game, meaning no more Culture rush. 

    • Very good addition to multiplayer, BUT also gives us the possibility to exclude certain cultures or have just the amount of cultures as there are players.
      The culture rush is one of Humankinds USPs and something you can win or lose the game on. There's something special in considering if I have to wait 3 turns to get my last star or shift now before someone else takes the culture I want.

  • Reworked the way Public Ceremonies work to make them more interesting by adding a big resource bonus. 

    • Love the idea, but I don't like that the resource cost increases every time I have used the ceremony. I suggest that this increase is removed, and maybe a cooldown should be added.

  • Added adjacency bonus on Holy Sites.

    • Like this one, it is a matter of playstyle whether one wants to use it or not. 

  • Added a setting option to set the density of Natural Wonders on the map

    • When on abundant game tend to crash on when generating a new map. Also, natural wonders seem to be placed in clusters, making them more spread out. Possibly give us an option to choose how many natural wonders we want in the game. Also, the possibility to rule some out. (Whakaari Volcano comes to mind here)

  • Added a setting option to change the map ratio. 

    • I would rather have an option for a super huge map or something. Different ratios don't feel like they add anything to the game

  • Balanced the Transcendence Legacy Trait to make them more interesting by adding an Affinity bonus in addition to the existing Fame bonus. 

    • No this is not a balance, it breaks the game. The transcendence legacy was VERY strong before these changes, now it is completely overpowered depending on which affinity you have. To put it simply why would I ever want to choose to do anything but transcend if I play the Babylonians? Their EQ is one of the best through all eras, so why not keep it that culture just because of that? I get a +5% science bonus, which is a lot taken in comparison to the French +10% science LT. This game is won on Fame, so anything that boosts Fame is powerful. Also, the bonuses for the different affinities are ridiculously unbalanced, the diplomatic bonus compared to builder or science is way underpowered. (and don’t even get me started on how Diplomatic is a useless affinity) 

  • Culture balance 

    • A lot have been changed some have been forgotten. Aesthete's action “cultural blitz” is still way too overpowered. For 30 money is not unseen to have between 270-580 influence in one go(ancient era). This means that by turn 20 the player can usually have 3 cities and a wonder claimed, by turn 30 they will probably have a 4th city running. No need to say that cities are your major factor in getting Fame.

    • Diplomatic affinity. Need a major rework. DMZ is way too underpowered compared to other affinity actions. Getting Diplomat stars is a pain on a huge map

    • Changes to Zhou EQ: Good but should be changed to something like +3 science and +2 influence near mountains

    • Nazca is forgotten: They need more to their LT than double up on natural wonders, even on abundant wonders it is not worth taking. EU and EQ are not making up for like you see with the Romans. Also with the option to completely remove natural wonders, that brings this LT totally out of context.

    • Polynesians: LT gets more or less obsolete when 3- 3-masted sails are researched, also their EQ and EU lacking behind.

    • Achaemenid Persians: LT +2 City cap is very strong, should be reduced to +1 City cap (which is still strong)

    • Bulgarians: LT is hard to get, and not worth it compared to just winning. EQ changes is nice though.


Thank you for your time if you have read all I have written. There's still more, but that will be at another time. Fame collecting seems to have changed in the Bonny patch, and it is now hard to catch up on a player that is in the lead.

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4 months ago
Jan 11, 2024, 7:53:59 PM
Splitdome wrote:


First of all, the AI tends to go from the Neolithic to the ancient era as soon as they have 1 star. 

This is indeed a big problem. It allows the player to easily steamroll the neighbours just by spending a few more turns in Neolithic, rushing the tech that unlocks reinforcements, and taking almost defenceless cities from them. Might be not that noticeable on gigantic maps, but on anything less than the biggest world size it allows you to conquer the entire continent in the 2nd or even the 1st Era. When the amount of mandatory Era Stars is increased using the mod tools, they accumulate significantly more units and are no longer an easy prey.

When choosing between +1 food or +1 money, this should be an easy choice. As these bonuses both apply to cities and outposts alike, then the money is way more powerful than food (the same is true for the +1 science/+1 influence). Now by choosing this, my outposts suddenly contribute to my empire. These changes have made things a lot easier on the Humankind level, I had only one choice IF I got all my knowledge stars. Lastly, the +1 influence from Hunter Star vastly overshines all the other bonuses. With this bonus, I can still have a good influence gain even when my cities are strained in stability or worse

This is extremely dependent on the map size and the game speed, which a lot of bonuses and values such as these unfortunately do not scale with. I play on Medium world size with maximum amount of players on the fastest game speed, and there are no Outposts not attached to the cities after the first few turns in Era 1. In this environment, anything that relies on scaling with the amount of Outposts is useless, and Influence is only relevant a few turns until you have 2 cities and all your Territories are connected to them. And overall, all those +1 bonuses are not even noticeable in the actual game when playing on the fastest speed, as their output is extremely tiny compared to the yields from your economy per turn.

  • Reworked the way Public Ceremonies work to make them more interesting by adding a big resource bonus. 

    • Love the idea, but I don't like that the resource cost increases every time I have used the ceremony. I suggest that this increase is removed, and maybe a cooldown should be added.

I agree, there is no reason to increase the cost with every repetition. Ceremonies should always be viable options for spending the Industry, it increases the strategic depth.

  • Added a setting option to change the map ratio. 

    • I would rather have an option for a super huge map or something. Different ratios don't feel like they add anything to the game

I like the new option for selecting the ratio a lot. Having the players spread up in all directions instead of mostly horizontally makes the game more interesting in my experience.


  • Balanced the Transcendence Legacy Trait to make them more interesting by adding an Affinity bonus in addition to the existing Fame bonus. 

    • No this is not a balance, it breaks the game. The transcendence legacy was VERY strong before these changes, now it is completely overpowered depending on which affinity you have. To put it simply why would I ever want to choose to do anything but transcend if I play the Babylonians? Their EQ is one of the best through all eras, so why not keep it that culture just because of that? I get a +5% science bonus, which is a lot taken in comparison to the French +10% science LT. This game is won on Fame, so anything that boosts Fame is powerful. Also, the bonuses for the different affinities are ridiculously unbalanced, the diplomatic bonus compared to builder or science is way underpowered. (and don’t even get me started on how Diplomatic is a useless affinity) 

Isn't multiplayer all about spamming military and rushing gunpowder units? Single player is pretty much this as well, you will get overwhelmed by the AI FIMS bonuses if you don't conquer their cities and the conquest is the most beneficial way of growing the economy by far, which in turn generates Era Stars for you. In the base unmodded game I get so far ahead of everyone else in Era 3 or 4 that the game is pretty much over at this point, and I never keep the same culture, and "stubborn" personality that disables changing a culture never saves them.


  • Culture balance 

    • A lot have been changed some have been forgotten. Aesthete's action “cultural blitz” is still way too overpowered. For 30 money is not unseen to have between 270-580 influence in one go(ancient era). This means that by turn 20 the player can usually have 3 cities and a wonder claimed, by turn 30 they will probably have a 4th city running. No need to say that cities are your major factor in getting Fame.

Another thing that is extremely map size dependent. On the Medium map with max amount of players there is no space to found a 3rd city, you generally have 1 city with 4 Territories or 2 cities with 3 and 2 Territories each until you take a city from someone else. Cultural Blitz is only good for getting an access to a Wonder there.


  • Diplomatic affinity. Need a major rework. DMZ is way too underpowered compared to other affinity actions. Getting Diplomat stars is a pain on a huge map


I wish Diplomatic Affinity would be something actually usable.

Updated 4 months ago.
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4 months ago
Jan 12, 2024, 6:19:01 PM

Over the holidays, I had the chance to play a few games with the Sand beta. I generally play long/slow games on large-ish maps, so it usually takes me several days to finish a game. Started on Metropolis and have been slowly cranking up the difficulty - just now getting started on an Empire game.


re Neolithic Legacy Trait overhaul, I really like the increased incentive in grabbing all the era stars and how it ramps up the tension between grabbing that ideal Ancient Era culture vs. waiting and getting a 2x or 3x Legacy Trait. But as already pointed out, the AI desperately needs to give collecting these stars/traits more weight as I frequently steamrolled my continental neighbors in the Classical or even Ancient Era. They FEEL a bit too powerful, but I wonder if some of that is just because the AI isn't pursuing them at all.


I really like the non-exclusive cultures option. More for experimenting and testing purposes than for "real" games. 


I confess, I rarely used Public Ceremonies (PCs) before - usually it was when I could see that a city was (or would soon be) struggling with food, stability, etc. Or occasionally the military one if I had a city dedicated to pumping out armies. The new versions *did* have me using them more often - and often not the PCs I used to favor. I found myself usually using the updated versions to help reach an Era Star goal or "rush" a Wonder. I am actually in favor of keeping some kind of increasing use cost, but maybe that is just my naivete showing itself.  


dragora wrote:

 Ceremonies should always be viable options for spending the Industry, it increases the strategic depth.

Do they? I can see an ever-increasing cost eventually eliminating any given PC as a viable option if used too often - leaving you with fewer tools in your city's toolchest. But I feel like this would actually *enhance* the strategic depth of the game as they effectively are a limited resource that you have to discern when to use. I guess my fear would be that without some type of cost bump or other disincentive, they'd just be another thing to mindlessly add to the build queue every 20-ish turns. If the current cost increase is too onerous, would a cost "reset" at the start of each Era be a good compromise? I guess I don't have enough experience with fast-paced games or PCs to know how often you'd be using them per Era. Splitdome recommended implementing a cooldown.


As far as the Transcendence mechanic, I actually suggested similar changes in the last feedback survey they sent. So no complaints here. :) So far, I've only Transcended one era, but that's more often than I had before.


And yes, the Diplomatic Affinity still needs some tinkering if not big changes. Diplomat stars are usually the hardest to gain, especially if not a Diplomatic Civ (and sometimes even then). I'm not even sure if it's possible for Diplomat stars to 'spill over' like the other categories do if you're extremely efficient in a given era - I've just never collected that much leverage in a single era. I wish there were more options for more passive leverage gain. e.g., having a diplomat/spy unit in an opponent's embassy generates +1 leverage per turn or a Public Ceremony that allowed a city to collect leverage based on foreign trade routes passing through it. Civics that enhanced leverage collection might be helpful as well. e.g., unlock a Justice-oriented civic that allows you to choose between an option that adds an extra +5 leverage when collecting a leverage drop or an option that adds an additional fame multiplier to Diplomat stars (like Cultural Repect does with Influence). As for the Diplomatic Affinity itself, a slight tweaking of the DMZ would be welcome - I find it fairly effective at leverage collection, but wish it was better at triggering actual trespassing debuffs with health damage. It is one of very few active affinity actions that you can have in use EVERY turn.


On a tangential note, the Han's new science boost from Paper turned them into (old) Zhou 2.0 for my first game. I had an ideal setup with lots of mountainous, river-filled territories and was able to build ~15 Paper Mills - each one generating +30 science by the time I advanced to the Medieval Era.

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4 months ago
Jan 13, 2024, 10:29:21 AM
glenjen75 wrote:

As far as the Transcendence mechanic, I actually suggested similar changes in the last feedback survey they sent. So no complaints here. :) So far, I've only Transcended one era, but that's more often than I had before

The new way of Transcendence legacy is presented as 

  • Balanced the Transcendence Legacy Trait to make them more interesting by adding an Affinity bonus in addition to the existing Fame bonus. 

My point is that the new stuff they added is not a "balance". When playing a single-player game it does not matter, that much because I tend to accumulate more Fame than the computer anyway. On the other hand when playing in a multiplayer game against real persons of "equal" strength then does it make a huge difference!

Usually, a player gets between 3000-5000 fame in an era. All three stars of one type are equal to 600 fame. Now it is not unusual to get 7 times 3 stars per era, and that means 420 bonus fame per era. So if you transcend once the ancient to classical that's between 1500-2500 bonus Fame.

I like to meet with 3-4 of my friends and play the game, and we are on equal levels of game experience. Everybody knows that a large-scale war between two players will make it easy for a 3rd part to conquer them both when the war is over, so wars a usually held to skirmishes until Contempoary era. Now the problem is that it is hard to get +1500 Fame from deeds, wonders, and other stuff. This was balanced by that the Trancendacy LT was only +10% Fame gain, and you was missing out on everything else.


With the rework, the strong affinities like Science, Builder, and Agarian become even stronger, and the very weak affinity Diplomatic gets a laugh and a half.



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4 months ago
Jan 13, 2024, 10:44:01 AM
dragora wrote:



  • Culture balance 

    • A lot have been changed some have been forgotten. Aesthete's action “cultural blitz” is still way too overpowered. For 30 money is not unseen to have between 270-580 influence in one go(ancient era). This means that by turn 20 the player can usually have 3 cities and a wonder claimed, by turn 30 they will probably have a 4th city running. No need to say that cities are your major factor in getting Fame.

Another thing that is extremely map size dependent. On the Medium map with max amount of players there is no space to found a 3rd city, you generally have 1 city with 4 Territories or 2 cities with 3 and 2 Territories each until you take a city from someone else. Cultural Blitz is only good for getting an access to a Wonder there.

This is the good thing about Humankind, the difficulty is not just in the "Difficulty"-slider it will also be manipulated by map size and players. With those settings you describe Medium Map (I assume that is what's called normal in the settings) max players 10? and blitz speed?
When I play with those settings and choose an Aesthete culture, then by turn 15 I have usually founded 4 cities and conquered a 5th. Being able to pump my influence with 390 points every 2nd round, makes it even possible for me to have a 6th city without worrying about losing influence.

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4 months ago
Jan 14, 2024, 7:01:06 PM

Question:  I'm playing this update preview now, and while I believe Envoys usually have a base CS of 18, this one has a base of twice that....35.  In this same game, AI prowlers also have a much higher base CS than I would expect.  In this George Sand Beta, are existing units now gaining CS each era?


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4 months ago
Jan 22, 2024, 1:30:42 PM
The-Cat-o-Nine-Tales wrote:
Russian LT: add -25% outpost attachment cost

It doesn't work, in game it doesn't show this bonus

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