I always give up playing because even if i focus on science as much as possible, i will reach the turn limit before or shortly after modern era. When i play the game, i feel that everything is way overpriced, it's crazy expensive to merge cities, the fast built anything, to build anything really. I'm at turn 262 right now. It cost 60k influence to merge a city, i need around 8 turns on average to research or build anything.
Normal difficulty. The AI is not even at half my fame points...
I really want to like and play this game to death but i can't ...
You are not the only one feeling the same thing. The game is actually totally unbalanced after medieval era. This is why 95% of the players stopped playing the game.
The only solution being to disable the turn limits in the victory condition. But that won't change the price to merge or build stuff.
Heads up that, unless latest patches changed things, bloated cost of merging cities mostly is caused by missing infrastructure, I had no issues with merging cities for 8-10 turns worth of influence income (Endless game speed) once the infrastructure matched.
But yeah, intended at least at some points, the science cost in contemporary era was specifically rebalanced that way because people brought up how easy it was to finish the game by completing the tech tree. The money (and pop) buyout costs bloated because it was easy to buy stuff (it still kinda is, if you trade a lot, because game pours a lot of cash through trade routes and gives little alternative for it).
That's odd, I tend to have the opposite result, in that I'm so far ahead of the AI in tech that it's silly.
My 2 guesses are:
1. Are you choosing to prioritize science with your civilians (especially in the ancient era this is insanely crucial), or keeping the default that wastes a lot of them on food?
That's odd, I tend to have the opposite result, in that I'm so far ahead of the AI in tech that it's silly.
My 2 guesses are:
1. Are you choosing to prioritize science with your civilians (especially in the ancient era this is insanely crucial), or keeping the default that wastes a lot of them on food?
2. Picking any science oriented cultures?
As i mentioned, i focused on science as much as possible. I only picked a non-science cultures once. The AI is way behind me in tech.
I always give up playing because even if i focus on science as much as possible, i will reach the turn limit before or shortly after modern era. When i play the game, i feel that everything is way overpriced, it's crazy expensive to merge cities, the fast built anything, to build anything really. I'm at turn 262 right now. It cost 60k influence to merge a city, i need around 8 turns on average to research or build anything.
Normal difficulty. The AI is not even at half my fame points...
I really want to like and play this game to death but i can't ...
Nope, that's just how it is balanced, actually. Instead of taking data-driven approach to balancing and see how most people objectively perform, they've listened to hardcore min-maxers that complained they got science victory on turn 130. So unless you are playing in specific way to be super efficient, you'll always feel like playing from behind. Have fun now.
Sublustris wrote: Instead of taking data-driven approach to balancing and see how most people objectively perform, they've listened to hardcore min-maxers that complained they got science victory on turn 130.
At first I thought, wow, a little bit harsh, but then... yeah, you hit the nail on the head. I had to lower difficulty level just because I wanted to play whatever culture I felt like and have a nice cruise instead of an unsatisfying race that I won anyway because competitors all tumbled down right at the finish line. I had to bring AI's incompetence up a notch just to not have to tryhard with cultures and be allowed to try to get Poland into space.
That's odd, I tend to have the opposite result, in that I'm so far ahead of the AI in tech that it's silly.
My 2 guesses are:
1. Are you choosing to prioritize science with your civilians (especially in the ancient era this is insanely crucial), or keeping the default that wastes a lot of them on food?
2. Picking any science oriented cultures?
As i mentioned, i focused on science as much as possible. I only picked a non-science cultures once. The AI is way behind me in tech.
Actually, I recall the hardcore "max-miners" complained about the ridiculousness of late game factions, especially how insanely OP the Swede were for science.
Although Sublustris does have a point about optimization. From your description, purely picking science factions is actually an issue, because:
- city production is severely hampered, limiting the number of districts & city upgrades you can have (you mentioned 8 turns to build anything).
Note: district costs scale up the more territories you attach to them. It's much easier to build a district in a territory with 0-3 attached outposts than one that has like 10.
- city population is likely hampered too, due to lack of culture bonuses + production (lot of buildings can provide free food and industry, such as +2food per river tile).
- most of the early game science factions actually offer very limited science boosts, as research scales exponentially.
- Of note, seizing territory with outposts (especially of horses & copper) is stupidly effectively because the resources can be constructed with influence, and there is a city building that makes those strategic resources provide +5 food and +5 industry to your cities. Got 10 horses and copper? That's 50 extra food and production in all your cities. And as I recall, constructing the horses building on the map gives 2 science as well.
So Factions like the Persian (+2 city limit) offer more science in the long-term than picking more science factions.
Similarly, picking factions like Khmer over Umayyad for the production and food boost tends to have significantly more impact in the long term.
And yes, right now, the game is practically a win every match because the AIs "tumble down" after the medieval era, due to AI failures to optimize, and the culture bonuses getting insane (e.g. Contemporary Era, Australian Emblemic Quarter can easily give +150 production, and Swedes would give +100-150 science). My first Humankind difficulty game, I was weak and behind 4 AIs, and then I just exploded ahead of the rest in the early modern era to contemporary eras.
Nope, that's just how it is balanced, actually. Instead of taking data-driven approach to balancing and see how most people objectively perform, they've listened to hardcore min-maxers that complained they got science victory on turn 130. So unless you are playing in specific way to be super efficient, you'll always feel like playing from behind. Have fun now.
Yes! This!
Too much is balanced based on what a min-maxer could do to "break" the game. This is why tech costs are what they are. This is why pop- and money-build out costs are what they are. Same for influnce cost. This is why district costs are currently scaled the way they are. Everything is inflated in an attempt to prevent min-maxers from complaining snowballing. But the thing is, people will always be able to break the game.
They should instead design it as they intended... a fun way to play. Ask, what is fun? What is challenging? (And to a lesser extent, what is realistic) Don't ask, how could someone cheese this? One example, Amplitude should ask, how many districts should a city have by what era? And then base costs on what are reasonable to achieve. For someone who focuses on science, you will be severely behind in district building because the costs scale so fast - to prevent builder min-maxers!
I'm not quite sure why the district scaling exists to be honest. The map feels so static and empty in the Contemporary era. Ancient cities were huge. They were razed, rebuilt and razed again over the eras. They went through drastic shifts in industry and focus. They had huge armies. In Humankind though we follow this trend of anemic cities in what I am sure is attempt at performance because the game struggles with districts filling out the map... but it is just too big of a compromise.
I'm not quite sure why the district scaling exists to be honest. The map feels so static and empty in the Contemporary era. Ancient cities were huge. They were razed, rebuilt and razed again over the eras. They went through drastic shifts in industry and focus. They had huge armies. In Humankind though we follow this trend of anemic cities in what I am sure is attempt at performance because the game struggles with districts filling out the map... but it is just too big of a compromise.
I've watched the AI fill up their entire territory sections with districts by the medieval era for.. some reason.
That being said, cities should only be so big in relation to the rest of the map. Making mega cities also kindof breaks the game once one comes under attack. I had some poor AI attack mine just for half of the units I own to get pulled into the battle.
District scaling makes you prioritize what to build in your cities. "Is this city going to make research quarters or markets?"
It allows new cities to quickly develop, while preventing big cities from going crazy with the FIMS.
They also increased the population food cost for the same reason, to limit the power of big cities.
That would be fine if it actually made sense to build research or market. As it stands, they only provide a bonus of 10-20, whereas food and production provide up to 20-50+ (and money isn't as good as production because buyout cost means 4 money = 1 production; so we get less of it even while having to pay more to use it) There's still no contest. The way it's currently scaled actually does the opposite of what you're saying. it makes it so you only make production because otherwise you can't get anything else done. Personally, I don't build districts all the time, which I why I said it was balanced around min-maxers who find it is the most optimal thing to do.
Going back to what I said earlier, basically, they're just pricing out players options instead of giving us meaningful choices. Game design should not be about reducing player choice to only one viable option.
I’m so glad I found this thread I thought I was losing my mind after the patch. I just don’t understand why they nerfed cultures, made research cost scale exponentially after medieval, and made district cost scale all at the same time. I get that before it was an issue that you could finish late game techs in 1 or 2 turns, but I like being able to finish late game techs relatively fast so I can build and enjoy some of the units. But now to even get a reasonable amount of turns for late game techs (6-7 turns) I have to go science cultures for the last 3 eras and even then I have to spend most of the last era with at least half my cities on collective minds which puts me behind in industry and money making building enough late game units to actually use them virtually impossible. Overall, it seems like you guys hit it right on the head. The patch wants you to play like hardcore min-maxers, ignoring mechanics like money and influence in favor of abusing mechanics like land raiser and collective minds, and it’s not fun to play like that. Guess I’ll just have to wait until the next patch
You have to use collective minds because you didn't build any research infrastructure...
The easy way to get high yields is to make triangles (3) or hexagons of the same district (7).
1 research quarter provides 3 research
3 research quarters provide 5+5+5 = 15 research (5 per) 7 research quarters provide 6*6 + 9 = 45 research (6.5 per)
Now let's add a School building which provides 2 for each quarter and 1 adjacency
- 1 research quarter provides 5 research
- 3 research quarters provide 9+9+9 = 27 research (9 per) - 7 research quarters provide 11*6 + 17 = 83 research (12 per)
OK, let's also add a University which provides another 3 for each quarter and 1 adjacency
- 1 research quarter provides 8 research
- 3 research quarters provide 14+14+14 = 42 research (14 per) - 7 research quarters provide 17*6 + 26 = 128 research (18 per)
In the late game there is also the Academy which provides another 4 for each quarter and 2 adjacency
- very big number
Then there is also the Silver resource which provides a flat +2 research for all quarters. Managed to get 6 silver? All your quarters gain +12, even in the early eras.
Then there are the other resources that add research to your Main Plaza, to your Administrative Centers, or to your researchers.
If you manage to build or control a resource Manufactory starting with the 3rd or 4th era you also get at 5% research bonus per resource instance. (which is overpowered)
There are also buildings that provide science per population, more science per researchers or simply percentage bonuses.
Then there is also religion which can buff strategic resource extractors, research quarters, alliances, wonders.
You can sign an alliance for a 5% research bonus.
There are also a few social policies that can buff research.
And finally, you can take a Scientist culture that provides a big bonus from its trait or emblematic district.
Nope, that's just how it is balanced, actually. Instead of taking data-driven approach to balancing and see how most people objectively perform, they've listened to hardcore min-maxers that complained they got science victory on turn 130. So unless you are playing in specific way to be super efficient, you'll always feel like playing from behind. Have fun now.
Teehee, I mean it literally is just "max out indy/coins with chosen OP cultures and switch to french and end game in couple turns". If french are out you can also skip rush to contemporary and grab best of two for you.
I would welcome if there was something else to do, but there mostly isn't. Sorry.
For some reason, even if balancing to please min maxers, there really close to almost a clear path to do one thing and there are few alternatives still.
I rarely min-maxed anything, I always played on humankind difficulty, i often chose random cultures for roleplaying; built an assortment of districts and most buildings in each city; but i did cluster like districts to get bonuses; but i also never switched my cities from the default population placement (i never readjusted pops from the default even though I've read that's non-optimal). From start to mid game it was a fun challenge especially if you're at war, but by mid game i steam rolled all the AI and every time easily won (the AI often self-destructing). By late game, techs came way to fast, districts were far to easy to build, and every city had every building. My point is the game needed rebalancing and not just for min-maxers, but also for lazy people who didn't do much of that but still found the game far to easy. I stopped playing because it got to easy and boring and I'm waiting for a profound patch to rebalance everything.
Yeah, playing through again and the game definitely seems horribly balanced. They really need to set things up for "average" or "non-focused" play. So that those who DON'T min-max their game to death and turn it into just a spreadsheet can actually accomplish things.
Also even on "Endless" you only get 600 turns. That's pathetic. Endless should be more like 3000 turns or so.
The base 300 should be for "blitz" games. 1000 turns seems like it's more appropriate for a "normal" length.
Yeah, playing through again and the game definitely seems horribly balanced. They really need to set things up for "average" or "non-focused" play. So that those who DON'T min-max their game to death and turn it into just a spreadsheet can actually accomplish things.
Also even on "Endless" you only get 600 turns. That's pathetic. Endless should be more like 3000 turns or so.
The base 300 should be for "blitz" games. 1000 turns seems like it's more appropriate for a "normal" length.
You could turn off the turn limit, if you prefer to play without that factor.
I’m so glad I found this thread I thought I was losing my mind after the patch. I just don’t understand why they nerfed cultures, made research cost scale exponentially after medieval, and made district cost scale all at the same time. I get that before it was an issue that you could finish late game techs in 1 or 2 turns, but I like being able to finish late game techs relatively fast so I can build and enjoy some of the units. But now to even get a reasonable amount of turns for late game techs (6-7 turns) I have to go science cultures for the last 3 eras and even then I have to spend most of the last era with at least half my cities on collective minds which puts me behind in industry and money making building enough late game units to actually use them virtually impossible. Overall, it seems like you guys hit it right on the head. The patch wants you to play like hardcore min-maxers, ignoring mechanics like money and influence in favor of abusing mechanics like land raiser and collective minds, and it’s not fun to play like that. Guess I’ll just have to wait until the next patch
I mean the problem they were trying to solve was pacing. Idk why there's all this talk about min-maxers etc. The pace was bad, you'd slingshot into the end of the game and miss out on a ton of content because the game ended too soon and moreover there was not enough time to try and stop a faction from winning. The entire map used to be covered in districts and it was a no brainer to just stack as much maker quarters as possible. Industry was king, but now you need to spend more time balancing out your other needs. (Tbf, industry is still king if you're min-maxing)
Look, you have to adjust how you play the game because of the changes. Because stuff scales you need to balance what you build and be more thoughtful about where you place things. You don't need to min-max you just have to play the game more thoughtfully. And the weirdest comment is how influence and money don't matter? Both matter more than ever! And money is even more powerful now than ever! There are so many fun, rewarding and viable playstyles and combinations current available in the game, even on Humankind difficulty. But there's also some combinations that don't work as well - and usually focusing on one thing the whole games (except for industry) is not a good strategy. Frankly, if you're going science cultures 3 eras in a row and barely keeping up then you're doing something very wrong. Build more districts and make sure your industry (and science producing pops) can keep up with the infrastructure you need to scale into the late game.
Fwiw, land raiser and collective minds should be removed or severely nerfed and new mechanics introduced. They both completely break the flow of the game and the pacing and reward industry only approaches.
You could turn off the turn limit, if you prefer to play without that factor.
Oh, somehow I had never realised you could turn off the turn limit and still keep the other victory conditions. Thanks, I'll be sure to do that next game =)
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