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TWR ideas for rework

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2 years ago
Feb 22, 2023, 11:26:12 AM

Several months have passed after TWR release, many sides of vanilla humankind are being reworked, so now I want to share some ideas that could fix weak sides of this expansion in future.

1. Ambushes. Now ambushes look like a trap mine for ambushed player, as opponent can bring all reinforcements near that area and just kill every ambushed unit. The solution is simple: ambushes shall not get any reinforcements not only for defender but also for attacker.


2. Applying civic forced by Congress shouldn’t be cancelled by default cost. Either, this game mechanic doesn’t make sense, cause you can just cancel Congress action and take back your civic.


3. Leverage. Leverage is most controversial part of TWR, as it brings tons of micromanagement. If it won’t be reworked fully, then at least shall be done next thing. Leverage shall be collected only by one player, i mean other players shouldn’t see your leverage, just like bantu curiosities. Because now you have to go far away to get some leverage and could not get anything what is really annoying.


4.  Agents. Agents another controversial part of the game, as they are playing role as support unit but take tons of attention and micro management. The solution is to make dynamic agent cap. Like 1 era there is 1 available agent, every next era you can get in techs +1 agent cap. This will provide more importance to each agent, and make choice between envoy/spy more meaningful due to gameplay style.


5. Spies. Spies gameplay is too much frustrating and needs huge amount of attention. Actually new stealth system is great for vanilla units, but spies fill terrible in it. I believe they shall be reworked in some other way, but if not then their movement points shall be increased (to be same as envoys at least), also will be nice if they had more stealth points, or could restore them faster. Actually I think that spy after reaching city shall turn into static mode and disappear from map, until they get caught by cont-spies.


5.1) Envoys could build district called “embassy” in opponent cities which will open some treaties and provide spies a shelter


6. Here I will talk about small frustrating things: sway is contr-intuitive, I still don’t understand how it is being calculated. Science button shall be filled with blue during tech researching as it was with circle before. The new cultural agreement shall provide bonuses for BOTH sides. Some Axes shall also give penalty to other side players (also maybe some civics could be reworked as many of them now have only one good choice).


To sum all up, other TWR mechanics are great, but those frustrating things shall be reworked in future, either the Humankind wouldn’t conceptually completed with this dlc as vanilla game now. 

Updated 2 years ago.
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2 years ago
Feb 25, 2023, 1:40:45 PM

Did you mean the total sway in the Humankind congress? As far as I understand, the calculation is actually deceptively simple: the sum of leverage every player has against every other player (with a one turn delay) plus sway from independent people client states and some very few unique sources. So, if you have 10 leverage against player 1, 15 leverage against player 2, and 5 leverage against player 3, then your international sway is 30.


Whether that's the right approach is a different question. It fully ignores a faction's underlying economic or military power which normally should play a role too.


Yes to point 2. I never checked it but it should be either impossible or much more costly to change such a civic.


Yes to reducing micromanagement where possible.

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