Hi, EL was/is my favorite game in this genre. I've finished the previous OpenDev scenarios for Humankind, but didn't hit turn 150 in this one, and so wanted to voice a few thoughts here as I cannot do so within the game (why not have an in-game feedback mechanism on OpenDev betas?)
* Curiosities are really hard to figure out. Scientific curiosities like "finding carcasses" are relatively unsatisfying, as it's hard to see what benefits you actually reaped from visiting the tile. Sometimes this information is overlaid on the relevant tile of the main screen, but sometimes it isn't. It seems that part of the "Notifications" section should summarize this information.
* The magnifying glass icon to look at things is _way_ too small. Especially for notifications, it seems that clicking the entire banner should focus on the event, rather than having to track down a tiny magnifying glass.
* Speaking of things that are too small to click, the "Next / previous army / city" buttons are obnoxious. Can we get the old "Tab between cities" and "v between armies" that EL had? E.g., where you can flip between those things without having to have one selected first?
* Grievances available needs an icon on the main screen. Or better yet, don't let players end their turn without dealing with all possible grievances! One thing Civ 6 does right is not let players ignore decisions they need to make. In general I much preferred EL to Civ 6, and am liking Humankind, but letting the player "forget" these leads to missing a lot of the game, and leaves newer players having a bad time.
* War resolution -- it's impossible to tell which region is which at a glance. City names don't always align with regions being traded in war resolution, and it's a pain to cross-reference everything at the moment. Probably, the war resolution screen needs a map built in.
* Moving units across a closed border or past "surprise" units -- currently, the units will happily commit to a path across a closed border, but once the border comes into view, they will stop. That's very annoying. Path planning also stops if you hit a neutral animal. Having to re-plan your unit's movement is a pain.
* Civics should be more clear about when they unlock! On one play through, we hit turn 63 and only had access to one civic. That may be a bug, but because there's no in-game guidance about how to access different civics, we have no idea and were left scratching our heads.
* Retreat tooltip is sometimes wrong. It currently says something like, "this unit cannot retreat as it has already retreated this turn." That cannot be because I pressed "End Turn" since the last time the unit retreated. Perhaps units aren't allowed to retreat two turns in a row? On a related note, I also wish it were OK to retreat more than once. Especially with the AI players, it comes down to "who can click fastest" which is never fun. I understand that there should be some issue with multiple retreats, but perhaps adding a health penalty to the 2nd retreat would be a better option than disallowing the retreat entirely.
* The neolithic age is great. Culture selection is great.
* Religion can be hard to follow. I think I like the mechanics, but there's no clear indication regarding how many holy sites are allowed or even what counts as a holy site.
* Improvements such as "Irrigation" should really have part of their tooltip saying what the immediate new yields will be. It's hard to count river tiles for people, but easy for computers. Might as well help guide new players by doing that math for them.
Hope that helps! Thanks for letting us join you in this OpenDev experience.
Shadowman131
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Shadowman131
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