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3 months ago
Nov 16, 2024, 5:43:44 PM

Just have tried the Enheduanna Beta and game become real candy. The new civics finally allow to play different city planning patterns, and choices there now become really interesting. The aesthetic and merchant affinities are also balanced now very well. Also love the new growth formula and other improvements. Thank you, devs, for this great work!


After two walkthroughs I could mention only next annoying things, that may be improved in future:

0) Battles should not block city production

1) Other formulas need to be tweaked the same as growth one: the buyout cost, especially pop buyout, the district cost and etc.

2) More than 1 pop per turn birth. The new growth formula allowed me to grow up big city, but going on war devastates city so badly. If there will be more than +1 surplus will allow to use pop buyout button and rely on workers.

3) IPs stationary units need to have ability to be hired. Also their units need to be upgraded with eras. Because now I couldn’t use hired armies as they are old or stationary. 

4) Tweaking religion: adding bonus for owner to make religion competitive, nerfing some tenets like +2cs and 50 science from wonder, buffing other 4tier tenets.

5) Some infrastructure rework, buffing palisades, worker slots, some districts interactions from techs and infrastructure. The same as civics buff common quarters now, which is very great. 

6) I would like to see more interactions with Cultural Proximity and Badges in vanilla

7) Line bonus for line infantry. Just like with man o wars. Why not, it will be very authentic for this era, and give us difference from modern infantry gameplay.

8) Balancing/scaling of events effects 

9) Victorious city status need to be last more than 1 turn, for sake of Roman EQ and War-Slaves Civic


Im very happy that each update turns game into more polished state and im sure that in 1-2 updates it will fully polished. 


Updated 3 months ago.
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3 months ago
Nov 18, 2024, 11:29:12 AM

I am glad that you like the changes that will be part of the Enheduanna patch and Thanks for your feedback ✨
I'm not sure we could do all the changes, but I take note of your proposals!

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3 months ago
Dec 1, 2024, 8:22:34 PM

Hey, I just wanted to +1 the positive feedback about the patch's changes. In particular:

  1. The civics rebalance worked really well and makes me actually choose different civics at different times.
  2. The rebalance between commons quarter and garrison has made city design more interesting.
  3. MOST OF ALL: Instant movement was the change I never realized I needed. I always wanted to play at normal+ speed but couldn't enjoy it because the games just took too long in real world time. Instant movement fixed that problem.


Updated 3 months ago.
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3 months ago
Dec 2, 2024, 8:42:19 AM

novar89 wrote:

Hey, I just wanted to +1 the positive feedback about the patch's changes. In particular:

  1. The civics rebalance worked really well and makes me actually choose different civics at different times.
  2. The rebalance between commons quarter and garrison has made city design more interesting.
  3. MOST OF ALL: Instant movement was the change I never realized I needed. I always wanted to play at normal+ speed but couldn't enjoy it because the games just took too long in real world time. Instant movement fixed that problem.


Thanks!! 😻

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17 days ago
Feb 6, 2025, 7:17:42 AM

I just tried the Enheduanna beta, and it's a really fun game. The new civics finally make it possible to experiment with various city planning patterns, and the options available are now rather intriguing. Additionally, the commercial and aesthetic affinities are now well-balanced word games. I also adore the other enhancements and the new growth recipe. Developers, thank you for your fantastic effort! I could only identify the following irksome issues after two walkthroughs, which could be fixed in the future: 0) City production shouldn't be hindered by battles. 1) The buyout cost, particularly the pop buyout, the district cost, and other formulas must be adjusted similarly to the growth one. 2) Each turn birth has more than one pop. I was able to grow up in a large metropolis because to the new growth formula, but war severely damages cities. It will be possible to use the pop buyout button and rely on employees if there is more than +1 surplus. 3) The IPs stationary units must be able to be rented. Additionally, their units must be updated with new eras. Since hired troops are outdated or immobile, I am no longer able to use them. 4) Modifying religion: boosting other 4tier tenets, nerfing some tenets like +2cs and 50 science from Wonder, and adding bonuses for the owner to make religion competitive. 5) Reworked infrastructure, buffing palisades, worker slots, and some tech-infrastructure connections in select districts. Civics buff common quarters are now the same, which is fantastic. 6) In vanilla, I would like to see more interactions with badges and cultural proximity. 7) Line infantry get a line bonus. similar to man-o-war. Why not? It will be quite realistic for this time period and set us out from contemporary infantry games. 8) Scaling and balancing the consequences of events 9) For the sake of Roman EQ and War-Slaves Civic, a city must be considered a victorious city for more than one round. I'm thrilled that every update makes the game better, and I have no doubt that it will be completely finished in a year or two. ​

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