first, i don't know if this is the right play for these comments. but i want this to be the best game it can be, i REALLY enjoyed the game (last 30 turns were a bit of a slog but that wont be the case in the game proper).
in no particular order:
1) after a forced surrender my army got stuck in enemy territory and i was unable to save them without declaring war. if this is on purpose, a warning would be nice (but i can learn about this, it does add some more strategy to forcing an opponent to surrender).
2) during a battle encounter with the A.I. they got stuck during battle round 1, no movement or attacks and after a couple of minutes i loaded an autosave. so a turn timer would be nice.
3) if i don't have the required resource to upgrade a unit it would be nice to upgrade to the previous unit. example, archers can become crossbowmen if i don't have the saltpeter need to make the arquabest (first gun unit).
4) and explanation on how privateers work. if i need to declare war to use them doesn't that render their "appear as neutral pirate fleet" ability moot.
5) a faster map scroll would be nice, currently the fastest way to move the camera around the map is to drag and then flick it across the map. i looked but did not find a setting which allows me to modify the speed.
6) i would prefer auto explore to happen at the end of the turn, in case i change my mind.
7) the option to minimise the construction queue, i want like being able to see all my options clearly without having to scroll. (but honestly, after playing just one game i think I've got a handle on this so for me this isn't a priority)
8) a siege weapon ready notification would be nice. when I'm warring across the map i would like a reminder after each weapon has been built. but i do not know if there's a notification for when all the siege weapons available have been built.
9) i had an enemy army move into my town (with a fort and walls built) during an engagement, this i didn't like. also was unable to add the units i bought in said town to join the engagement (this lasted for 2 turn after construction was finished). after the battle was won, and the enemy defeated in the local area, i could finally move them.
10) musket-men deal too much damage to ships. and the fact my ships were unable to defend themselves meant sacrifices ( which i think were unnecessary) had to be made.
11) ships should be able to siege (coast adjacent cities at least) and join combat against land forces, at least the ships with 2+ range. Maybe add a negative strength modifier, but cannon-fire from the broadside of a man-o-war should be able to at least scare enemy land units or hit a city wall.
12) and finally, city names being reused. in my case i had two Pyeongyangs, either add a "new" in front, or give the city the name of an unused city name from a previous era / unused culture.
thanks for your time, and i know it's a lot! but i really enjoyed this play through and I'm looking forward to starting a new one! I really want this game to be as great as it can be, it's already a lot of fun. if any thing the last 50 turn were a bit of a struggle to get through, but i think that's because i have played a lot of civ6 and as Korea I powered through the tech tree, (wow they are fun and strong :D ) so choosing the casual difficulty was an error, even for my first game.
i do hope you can use some of the information i have given here, and i do hope for a response!
thank you for this early taste of the game, and i can't wait for this game to be ready and launched!
MurkBloom
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MurkBloom
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