Love Humankind , for me really that feeling that territory and production were all of the game was sad there was no deal like choosing quality or quantity . Imagine Luxembourg if it was in HK :p .
You do have some very good points about the problem.
From your video I can sense these suggested possible game changes:
Dividing industry into segments: Military (units), construction (districts, infrastructure), others?
Limiting industry (and possibly other yields) via population - because how can you produce stuff with zero workers (disregarding automation)?
Letting stability affect industry output (possibly other yields?)
I like the idea of stability having a direct effect on outputs, but I can't argue against having an effect on all the outputs, logically, which would solve nothing. Same with population.
Letting outputs depend on utilisation via population may just shift the problem to food output, but then again food output has a limit already.
I have no solutions, but it's a good thing to discuss.
ColonelUber just found video really true here's his discord https://discord.gg/QJxP6aH47C
SudoPotato wrote:
You do have some very good points about the problem.
From your video I can sense these suggested possible game changes:
Dividing industry into segments: Military (units), construction (districts, infrastructure), others?
Limiting industry (and possibly other yields) via population - because how can you produce stuff with zero workers (disregarding automation)?
Letting stability affect industry output (possibly other yields?)
I like the idea of stability having a direct effect on outputs, but I can't argue against having an effect on all the outputs, logically, which would solve nothing. Same with population.
Letting outputs depend on utilisation via population may just shift the problem to food output, but then again food output has a limit already.
I have no solutions, but it's a good thing to discuss.
I find it unintuitive that attaching more territories to my city lowers my stability and increases my district costs. As it stands the value of industry in the game dwarfs all other yields to a lever where it becomes oppressive to the gameplay.
Things to consider
Unirionically remove Makers Quarter from the game and see how it plays without them.
Cap districts based on population (Food and Industry required to expand cities, Emblematic Quarters do not need pop to support them)
Dividing industry into more subsystems - Military/Infrastructure
Making district costs scale per district type rather than total districts.
Changing gold away from being just "Globally insertable production"
Give players another way to spend science or influence on bonuses - Old World lets players trade science for certain buffs/instant payoffs for example. Repeatable scientific projects per era that give some kind of bonus or immediate effect. [Essentially turning science or influence into Master of Magic Mana, which can be used for research or "spells"]
un-nerf food and gold purchasing.
Add a new District "Housing" that generates jobs based on the adjacent districts [E.G. +2 industry jobs if 2 Makers adjacent] but loses stability for adjacent districts except commons.
Add more upkeep yields to things, quarters take gold, influence, food to maintain etc.
right now the current iteration of district costs scaling is unfun unless you are playing production civs as you spend the entire era just building 3 emblematic quarters, that might be a player misalignment because of how that was the optimal way to play in the previous version but thats my first impression of the beta.
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They really need to divorce pop cap and number of districts. Making districts need pop like EL instead of pop needing districts would be a welcome change in my opinion. Also I agree that districts should scale primarily on the number of that type you have built in a city, not total districts, although it could also be a mix. In general the game needs to have more interaction between the map and city building, to me it feels like I pretty much build the same city over and over again. There are two things on the map, rivers and mountains, and they honestly aren't super impactful. But when you can place one of those Zhou EQs in a bunch of mountains it feels good. More of the city building should respond to the map, to give the game replayability and keep city building interesting
It's my understanding that the patch was to slow the game down and improve mid-late to late game pacing, however they didn't address manufactories or settlers, which are some of the biggest contributes to this pace issue.
This video is rly on the point, u can just spam industry all game long, and get 100'000 science once u activate colective minds in early industrial era
there are so many variables that it's hard to take these complaints seriously
so people don't enjoy their snowballz? they should play in a very low yield map or face a set of stronger opponents. so people want to be able to play lots of late era? then they should get better and get there earlier or do a custom start being there already
no one is impressed by huge numbers with kiddie difficulty settings
if you someone does not enjoy the randomly generated scenarios that aim to please a large majority of casual users, then they should build their own and stop crying for attention and petty views
"no one is impressed by huge numbers with kiddie difficulty settings " that picture was humankind difficulty. on lower difficulty ai acutlaly slows down snowballing, since they take for ever to get there resources online
I think a key problem is that progress (more districts/ bigger cities) is balanced by slowing you down rather than pushing you back (bigger costs based on your current state, rather than escalating maintenance over time based on your current state.)
I like the idea of separating production (say making military units only build using money [and population of course])
I liked the beta stability changes (breaking up clusters)
While listening to the video, I had a stupid idea. Why would districts not be free, or grow organicaly, soly based on the amount of population in a city ? Industry would not be as important as before, and food would be more important. It's drastic, but we do appear to need to think out of the box here.
Life is a game of balance you should have Quality Or Quantity , production could let you achieve build many things but more detailled things you need specialist experts ect
Yep. I just went through the whole of the video, and I am really in agreement with the core idea that industry, as well as science in opinion are overdistilled. Same for religion and culture, wich, for the last part, is really a shame, because when you look back at the publicity on the HK YT channel, it was really focused arount that. But no...
A very interesting and comprehensive argument. What to do about it ? I don't really have a clue. It's a... bag full of knots. Don't know if it translate well in english, un sac de noeud in French, which mean, so many problems link to so many other that you cannot solve any of them, you cannot untying any knots without untying the other knots. I do not believe in a god or gods, but seriously, may they have mercy on the poor souls on the dev and design team.
Ever since the Opendevs I have stood firmly by the opinion that Population should play a much larger role in producing FIMS. Populations should be the hook by which all FIMS is produced, more populations coupled with the right types of districts providing the right job types means more of that produce; if you need money it should be about building market qaurters to provide the job and growing or moving the population to assign to the job to produce the money - the district itself should not passively produce FIMS.
It was mentioned repeatedly how little population matters in many areas of the game, farmers producing as much food or even less food than a single population consumes makes farmers conceptually useless.
It would equally tidy up the pleathura of percetile bonuses tied to districts for improving FIMS output, instead the bonus would either be indirect (improve the output by the district or built infrastructure) or direct (improve the output by the assigned population)
Its equally the way I thought stability should have gone, each pop gives negative stability rather than each district, conceptually it makes more sense that the people cause stability or instability issues than districts do, districts and infrastructure should then improve stability by virtue that you are building and improving facilities for your people.
While listening to the video, I had a stupid idea. Why would districts not be free, or grow organicaly, soly based on the amount of population in a city ? Industry would not be as important as before, and food would be more important. It's drastic, but we do appear to need to think out of the box here.
This is a thought that occurred to me while making the video. It makes way more sense from the perspective of how civilizations actually developed, but in a competitive 4x game the player needs to have control over development imo. The more randomness is in the game, the less control a player has. It's more fun in GSGs like Victoria or what have you.
Aeram wrote:
What to do about it ? I don't really have a clue. It's a... bag full of knots. Don't know if it translate well in english, un sac de noeud in French, which mean, so many problems link to so many other that you cannot solve any of them, you cannot untying any knots without untying the other knots. I do not believe in a god or gods, but seriously, may they have mercy on the poor souls on the dev and design team.
It's just a matter of constraints. Every other thing in the game has a constraint on it that affects only that particular output. Pop growth slows down, inflation mechanics for money, eras stop your technology progress. In theory, industry is constrained by cost scaling, but because all other outputs are dependent on your ability to build them, cost scaling also affects every other output. By building non-production districts, you just make it harder for yourself to get the next district and output you need. So what industry needs is a form of constraint, and that may be unique to it or interact with other systems such as the number of pops that you have or making it much harder for a production-focused game to manage stability compared to other cultures (presumably by taking away the ability to simply build yourself out of stability issues). Even stuff like upkeep on certain districts could help limit the spam.
There are plenty of reasonable suggestions I've seen, it's just a matter of what fits with the developer's vision of the game and what is technically feasible. But given how Humankind has presented itself so far, I'd hope for systems that interact with each other more given the ability to switch focus to different systems every time you era up.
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Hoping that was constructive in some way. English is not my primary langage.
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Hoping that was constructive in some way. English is not my primary langage.
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