It starts around 2 hours in, and the Humankind info begins around 2:16ish.
Notably they mentioned that Humankind events will:
-Be inspired by real historical events, but not directly mimic them
-Have clear context and clear trigger conditions while still remaining somewhat random
-Have the ability be specific to one city or on an empire-wide level
-Have grey moral choices. You won't necessarily be punished for picking an "evil" path
-Result in immediate gameplay effects AND possible long-term effects. Based on your decision of how to deal with an event from Era 2, it could trigger another event in Era 4 or 5.
-Be a toggleable option in the game setup, so if you want a less 'random' game you can choose to play without them
Additionally, they mentioned that they currently have around 150 unique events planned.
Here are some example screenshots they showed during the presentation:
The Whispers of Witches event triggers another event based on your original decision. As mentioned above, some of these secondary event triggers may not happen immediately, but in future eras. I think this is an incredible design choice because it shows how current events and cultures are shaped by the past. From a gameplay perspective I love it because it encourages long-term planning and creates a feeling of continuity in the unique empire you are creating.
Another amazing feature is that some civilizations get unique options when faced with a particular event. (Celts get a unique third option in the Priests of Nature event).
I was a little concerned how they would translate the faction events and storybuilding done in Endless Legend and Endless Space 2 into a historical context, but so far I'm impressed.
Would love to hear other players' first impressions about this system.
When the reveal indicated there would be historical events, I was concerned that they would be framed as "choose bonus A or bonus B".
From what we've seen, they are "choose bonus A or bonus B (or under the right conditions bonus C)" but your choice also affects your ideology inclinations so it's not a completely free choice and in some situations there are follow on consequences or the potential for consequences. So overall that's not too bad, and over time (read DLCs) we may see more interesting and immersive events implemented.
The trigger system for when you get events and which events you get also seems well thought out. Over time, you'll figure out how to game the system to generate the events you want, but there's no easy way around that. The number of events on launch (avg 25 per era) should help give some flavour to playing the game in different ways.
So all in all, I'm looking forward to the event system. I think it will be a positive for the game.
Now, if only there was some way to convince Amplitude not to call the historical figures you can recruit "heroes", as the Columbus event suggests they are considering (merchant hero? seriously??? this is your historical genre game right? Please, please don't slip into that fantasy lexicon.)
I wonder how ideologies will be determined in the game. Will the player have complete autonomy to choose their ideology? Or will it be more similar to how they described ES2 where your citizens can overthrow your chosen ideology and demand a new one? And will each of these be a completely binary choice, like fully Tradition vs. fully Progress, or will it be more of a sliding system where my empire could be 20% Tradition and 80% Progress? Lots of interesting ways this could be implemented.
I'd love it if other civilizations' ideologies put pressure on yours, similar to the Civ 5 system. So if I have a Nation focused ideology, but all my neighbors have World then my people will start to rebel or put pressure on me in some way to align my ideology with the rest of the world.
Another thing I'd like to see is ideologies having a strong influence on diplomacy. For example, there could be powerful bonuses for trade agreements and alliances with foreign nations who have similar ideologies to yours.
Now, if only there was some way to convince Amplitude not to call the historical figures you can recruit "heroes", as the Columbus event suggests they are considering (merchant hero? seriously??? this is your historical genre game right? Please, please don't slip into that fantasy lexicon.)
Keep in mind that what is shown here are design documents. Game Designers like to use all kinds of shorthands in their design documents and variable names that are not necessarily reflective of the terms that will ultimately be displayed in the game.
That said, your concern has been noted and I will make sure the team is aware of it.
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Now, if only there was some way to convince Amplitude not to call the historical figures you can recruit "heroes", as the Columbus event suggests they are considering (merchant hero? seriously??? this is your historical genre game right? Please, please don't slip into that fantasy lexicon.)
Keep in mind that what is shown here are design documents. Game Designers like to use all kinds of shorthands in their design documents and variable names that are not necessarily reflective of the terms that will ultimately be displayed in the game.
That said, your concern has been noted and I will make sure the team is aware of it.
That is what I love about your games2gether concept. Awesome customer support! You really feel like you are being heard. Very cool :)
That is what I love about your games2gether concept. Awesome customer support! You really feel like you are being heard. Very cool :)
I would second that! Also, the way you are open about the design choices and directions, such as the PAX panel discussion is great. Keep up the good work, we are eager to hear more!
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