I´ll skim over the obvious glares like pollution and assume that others already made it clear in a way that it will either be changed quite soon or never at all
I´ll just assume that balancing of clutures, making religion more relevant, making diplomacy more fleshed out are planned for later patches/DLCs, so Ill ignore those as well as the insane scaling of for example buyout and inlfuence costs.
I just want to talk about some basic things that i think can be fixed easily with no real trouble or might actually be like that by design and will never be a thing:
Emblematic Districts: Why do we keep the units but not the districts when we advance our culture? The Egyptians remember how to train Chariot Archers but forgot how to stack stones on top of each other?
Why is the enemy retreating into my territory a thing, even if I literally walled off the entire border with Forts? Granted they were empty, but either they provide stability and block passage for at least one turn OR they have to be manned give the stability-bonus. Currently they just flee into my territory and start causing mischief there
Not to mention that retreating seems to favor the AI massively with them always getting the perfect routes with an additional turn afterwards to get away from any chasers
I´d personally prefer it if you could just retreat to the next city center or fort, the enemy cannot advance with the same army immediately after anyways
And maybe add a perk to cavalry type units that they retain some of their movement since it seems riddiculous that the only thing cavalry is supposed to be good for is being negated by design
Outside of that I´d suggest making outpost development speed scale with available food as well, because currently it feels like if i dont get a massive forest in my starting territory, its just a slog to get anything done
For the record I only play on endless speed, but even by that standard, when my first outpost is done in a non-industry-heavy area, everyone already picked their culture and i have to choose between the shitty rest or giving up the advantages of the neolithic era
I like the game and I really, REALLY want to love it, but everytime i dont get rich forests to build my first city on, everytime the Egyptians are snatched away because they feel like the only playable culture and every time i actually want to mix it up a little and go to war, these glaring issues make me just go...
Savaris wrote: Outside of that I´d suggest making outpost development speed scale with available food as well, because currently it feels like if i dont get a massive forest in my starting territory, its just a slog to get anything done
Honestly, all outposts should take the same amount of time to create.
For outpost building I have just found out a nice thing. The more units you have in the stack building the outpost significantly reduces the growth time. Unit strength, ie vetrancies also boosts this. So grab those food items before claiming a territory in the neolithic and make that Outpost forming stack of Doom for later era's. Your gameplay will become much better.
Pollution has had a update in the newest beta update. I haven't really had any pollution pop up at all so far and I have coal plants in all my cities with saw mills and silos. They added reservations give -2 pollution. As someone who always make sure to have a lot of eras for that I get quite a bit negative pollution.
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