Main theory really is that poor pacing in Endless mode is also responsible for other AI problems like producing an impossibly high number of troops.
Anyone familiar with how 4x AI typically works would tell you that the system is usually "spawn x after y amount of turns", so it's probably spawning them quicker than intended on Endless.
Personally, I'm very much torn between wanting to like it - but not being able to enjoy the game.
Some of the things I thought I would enjoy, turned out to be the main reasons I don't.
I liked the idea of being able to swap cultures - up until I realized that if you aren't the first to reach the threshold, you can get locked out of certain cultures.
So I start a new game, and again, the same culture is taken before I get there.
So I start a new game, and again, the same culture is taken before I get there.
So I start a new game....
It's boring. It's repetitive.
I have yet to ever experience some cultures because I simply cannot reach them before the AI does.
Case in point: The current Dia De Los Muertos event.
How can I complete the challenges related to a specific Culture - if I can't ever choose that culture because the AI rushes before I get a chance to?
So when I finally reach the part to choose my next culture, the one I need is already taken so I resign that match and start a new one from scratch, while crossing my fingers hoping I can actually land the culture I want next time.
I've come to realize that Amplitude really isn't a 4x studio. I mean, yeah they make those games, but they probably would be a lot better in a different genre. They're definitely creative, but these bigger games are too unwieldy for them - they've never really stuck the landing on any of these titles (ES2 is probably their best). I think they would do much better focusing on smaller games (like Endless Dungeon) that aren't as sprawling. Their creativity gets the best of them, and they lose track of fundamentals. That or they constantly have a bad lead designer who doesn't keep the team focused on a core vision.
dustwhit wrote: I've come to realize that Amplitude really isn't a 4x studio. I mean, yeah they make those games, but they probably would be a lot better in a different genre. They're definitely creative, but these bigger games are too unwieldy for them - they've never really stuck the landing on any of these titles (ES2 is probably their best). I think they would do much better focusing on smaller games (like Endless Dungeon) that aren't as sprawling. Their creativity gets the best of them, and they lose track of fundamentals. That or they constantly have a bad lead designer who doesn't keep the team focused on a core vision.
I think they are good at 4x games, they just aren't good at historical 4x games, it would be better to stick to science fiction ones.
dustwhit wrote: I've come to realize that Amplitude really isn't a 4x studio.
ES2 is an absolute masterpiece and the best 4X I've played. Granted it still has a pace-scaling problem where some factions are much stronger or weaker on certain game speeds. Endless Legend is still balanced extremely poorly, I've said my part about Humankind. Never played ES1.
dustwhit wrote: I've come to realize that Amplitude really isn't a 4x studio. I mean, yeah they make those games, but they probably would be a lot better in a different genre. They're definitely creative, but these bigger games are too unwieldy for them - they've never really stuck the landing on any of these titles (ES2 is probably their best). I think they would do much better focusing on smaller games (like Endless Dungeon) that aren't as sprawling. Their creativity gets the best of them, and they lose track of fundamentals. That or they constantly have a bad lead designer who doesn't keep the team focused on a core vision.
ES2 was a really fun game for me to play. My only problem with it is I don't care about fantasy or sci-fi stuff, so I was hyped when they announced Humankind. I'm still having fun playing Humankind, but I do feel they need more elements from ES2 (tech wheel was nice for example - easy to see, and actual reasons to pick different things instead of just a race down a linear path)
For me its very simple the game has been good since the start, there were some balancing issues of course. But the game still gives you a lot of choice to make, so if you choose to play the game with the same cultures every time it will get repetitive and boring.
But after the release of the mod tools the game has become great, amazing in fact. There are quite a few good Culture mods that make the game more interesting and many rebalance mods that make the game less snowbally and overall more fun.
The first game I have tried from Amplitude is HUMANKIND. In all honesty, it shows a lot of promise. I know that the game at release will present some balancing issues and bugs, but if done right, HUMANKIND may have the potential of going up against the likes of Civilization.
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The game is not nearly polished enough. Bug exploits reported on the forum like the one that allows you to create an infinite number of cities, have still not been solved. Or the fact that the cost of upgrading a unit to a modern unit does not change regardless of the unit (upgrading a warrior to a musketeer does not cost more than upgrading a heavy swordsman to a musketeer).
Because of these multiple problems described on the forum, the multiplayer game has largely ceased to exist.
It's nice to release DLC content, but these problems should be solved first.
What is worrying is that Amplitude is taking so long to release fixes for this. I don't understand why it's taking so long. Either they don't have many people invested in this work, and it's scary for the future success of Humankind, or fixing these problems is taking longer than expected.
Jojo_Fr wrote: Or the fact that the cost of upgrading a unit to a modern unit does not change regardless of the unit (upgrading a warrior to a musketeer does not cost more than upgrading a heavy swordsman to a musketeer).
I'm not sure that one is an issue, five boxes of rifles will always cost the same, doesn't matter whether the guys you're giving them to were walking around with bows or muskets. I would agree that there needs to be an additional cost to make up for additional population, though.
I'm more annoyed by this being yet another Amplitude game in which combat experience means nothing because it's so easy to train units spitting distance away from max level, if not outright three stars. Serious flashbacks to ES2, in which there was a relatively difficult to get, wondrous building giving massive XP boost, but it was absolutely redundant due to stuff that you unlock just with tech allowing any system to spit out Legendary (max level) ships. Veterancy-schmancy, at least give us access to fourth and fifth levels, so there's some value behind keeping your units alive throughout ages.
This reasoning based on logic has no place here. It is a problem of balance. It is extremely profitable to build dozens of old units and then upgrade them. This is very bad for the gameplay. Upgrading is not an expensive way to recycle old units, it is THE most efficient way to get advanced units.
In addition, population costs are ignored. Upgrading a spearman to a pikeman is not only very interesting in terms of industry cost, but it saves two population points!
No, direct production of advanced units should be the normal and efficient way. It implies to have the tech, then to produce the units, then to bring them to point B.
This is MUCH more difficult (especially if you attack) than pre-building dozens of scouts, and then instantly upgrading them at the desired point, surprising the enemy and crushing him under the number.
I've played like 100 hours in the first 10 days (i was on vacation), loved the art, sound music, early gameplay, city building, luxury mechanics. Reached the point where the design flaws became more frustrating than the fun i had playing. So now like others I havent touched the game since, i'm waiting and reading patchnotes, until it seems the game is fixed or more realistically the first DLC. The main issues are like others have pointed out : snowballing after medieval, the fact that one single ressource is needed to build everything else, combat strength calculation design, the godlike archers, culture, religion, etc.
What is worrying is that Amplitude is taking so long to release fixes for this. I don't understand why it's taking so long. Either they don't have many people invested in this work, and it's scary for the future success of Humankind, or fixing these problems is taking longer than expected.
I'm on the same boat. I played ~30 hours when the game released, then stopped because of balance issues (pacing between eras and techs), bugs, poor UI (managing trades is a nightmare) and frustrating stuff (diplomacy mostly, forced peace).
Amplitude have always been slow to release patches, but this time I hoped for some intense and fast post-release improvements, Humankind being their so-called Magnus Opus. In the end I can't even enjoy the game during the holiday break because of the bugs and balance issues.
Love the game, it’s a little unbalanced but they’re working on it and it’s getting better. It’s also very pretty and aesthetically pleasing. I didn’t like the patch though, I thought the choice to make tech cost after medieval scale based on the number of researched technologies instead of having it scale based on empire size like in other 4x games was strange. It also made it harder in general to research techs, especially in the late game. You can tell they tried to make science cultures less obvious choices but by making tech cost so expensive in the late game but it made it so you have to make at least half of your cultures science to even reach contemporary techs. I also don’t think they’ve quite got what they want cultural affinities to be. My understanding of affinities is that they were just meant to give cultures an edge in a certain area but other cultures can still relatively keep up, but particularly with research if you don’t pick science cultures it’s very difficult to keep up and part of this is because research quarters are pretty much useless relative to makers and farmers quarters. I think there’s a similar problem with money after the patch, it’s so expensive to upgrade/buy out units you have to save up pretty much the whole game for the last 30 turns.
The main new element of the game (changing cultures throughout history) was a great idea and I loved it from day one.
You can tell it was rushed due to the huge amount of bug fixes we keep seeing in every patch notes post, and that's a shame because it stopped many players from really enjoying the game.
For my personal taste, they only need to balance the game better, so that we stop having some cultures that are way stronger than others in pretty much every possible map. I can see they are going in the right direction (some Khmer nerfes, for example, have already been done), and hopefully they'll get it right eventually (it took CIV 6 a long time to fix Georgia, Khmer, etc.). Apart from that, the vassal system needs some improvement so it's actually worth it to get a vassal, and the war resolution score might need some adjustment too.
Overall the game is good right now, but it has the potential to be great very soon, with just a few adjustaments here and there.
Rushed isn't quite the whole story. There was a very dramatic ... 2020?
smh these threads sometimes. OP asks for opinions about the game, people give their opinions, then people come in like "nooo, you have the wrong opinion!" Chill, these threads are there to get a wider picture of how the game was received, stop policing how others engage or do not engage with the game.
That being said, I agree that the core 4X gameplay was never the dev's strong suit, and because of that I think it's very unfortunate that they didn't try more to bring their strengths to the new setting even if that would've required thinking outside the box a bit. Mechanical obscurity confusing players about civic and certain event unlocks for example could've been solved with a simple quest system that contextualizes this progression more and gives explicit goals to reach instead of having to consult the wiki.
For more cultural syncreticism the emblematic units could've been unique pieces for a unit customizer tool. Mauryans could just unlock "elephants" in general which you can then customize with upgraded weaponry as the eras pass by regardless of who you pick, always reflecting on your Mauryan heritage. Some emblematics might be weapons, others armor, again others a type of tactic you can slot like equipment (replacing jewelry as it no longer fits a non-fantasy setting). I could go on more about this part but that's for another thread.
Affinities could've been more transformative, we need more in the spirit of the "nomadic" culture class. Otherwise you quickly stop caring about the identity of your culture as they all just become technical variations of making yields of the matching color go brrr (one gives Food to exploitation, one give a percentage bonus, one gives Food per population; that does not make for memorably diverging identities). Unfortunately players might be to blame a bit for that as well since apparently the English having something a bit different with getting production from food districts did not survive open dev testing, and I remember complaints whenever a culture had something on their EQ or even legacy trait that wasn't directly pushing the yield of their affinity to ridiculous levels.
Unfortunately, I also mostly agree with the point that the game's issues go all the way up to core design approaches that put the role of game design leadership into question a bit. To me it's clear from both the game and interviews that the "narrative" was central to the game's design. I guess in that way you can at least say that they successfully implemented what they were trying to go for. But right now, gameplay suffers at times from what seems to be things designed for how they fit the picture of human history the game tries to paint, not what makes sense for gameplay. That's why we have lots of fluff infrastructure that's not worth building at all, civics unlocking through conditions not fitting the flow of the game, and lots of unrefined mechanics like religion, ideological pressure, technological diffusion, etc. that certainly add flavor but feel tacked on and inconsequentially designed from a gameplay perspective.
Events also have a more curated approach with specific unlock conditions and a rather small total number of them being there, with most events meant to appear in a single game as part of a narrative progression, while refreshing and diverse gameplay benefits more from Old World style events that are a bit more procedural but in return offer thousands of different situations.
So far the game is quite OK for me, not that great but I have played it for 200 hours, so I can say it is worth my money, it just that I hate the starvation notifications. Why do cities keep on producing pop when they're not have enough food? Can we make it slow growth instead? It doesn't give much effect since the pop only lose one at a time, but it's bit annoying.
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