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What you think about independent people role in game?

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Increased( they can exist independently)
Decreased(they should become part of your or others empire)
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4 years ago
Oct 8, 2021, 10:10:15 AM

In my view i think that independent people should remain independent because there can be scenario like:


Your rival try to topple goverment which is in your favour( like in civilization 5 in city state)


Independent state with expansionist entity capture a big area  and bullying us


Your rival gives nukes to your enemy independent people


Pirates


Anti colonialist cause frequent rebel and make independent state ( it happens in other continents)



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4 years ago
Oct 8, 2021, 1:01:17 PM

I think stronger Independent People + stronger Penalties for large empires would help the game a lot for countering the snowball.


The key is penalties for large empires, if it is easier just to conquer IP, then they can't be significant as anything other than roadbumps.

Updated 4 years ago.
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4 years ago
Oct 8, 2021, 1:40:27 PM

There can be tensions between empires for there influence on these independent states. 

What if there is world congress. 

The result will be completely random and empires will try to bring votes on there side.


There can be a cold war scenario where empires are toppling government of independent states and putting against you. Also signing defensive pacts.

Updated 4 years ago.
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4 years ago
Oct 8, 2021, 5:18:46 PM

i love the concept of minor factions. i enjoy the challenge of sailing into one in distant and valuable lands and having to patronage my way into assimilation before another empire does it

i don't like some bonuses they get that go against almost the whole rule book: ir, spawning seemingly free units of tech they shouldn't posses and being able to instantly build quarters and extractors on city

they will always be inherently weaker, that's clear to me. perhaps a way around could be a hard price to pay in stability and global proximity when captured...

hopefully down the line we get to set more complex roles for them... say imagine a few IP cities located close by hitting a trigger that allows them to form a federation and becoming a major faction on their own :-)

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4 years ago
Oct 8, 2021, 5:30:34 PM

Its great idea that independent cities combining and forming major minor civ which have a expansionist trait which have huge army and attacking empires.                        

             Then major minor civ collapse and forming many smaller minor empire result in change of other empire influence.


Imagine scenario if you are in majority in world congress then collapse of minor civ push you in minority.


It will promote espionage to increase our influence and it can unlock new mechanic in world congress peacekeeping mission.


Empires will join it to increase there influence/support in the minor civ and defeat the rebels supported by your rivals.

Updated 4 years ago.
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4 years ago
Oct 9, 2021, 4:10:55 AM

Independent cities will always be weaker than empires, so they will always be gobbled up. Combine that with the huge cost for creating your own city, and it's inevitable that all but your first city will be former independent cities (or taken from other empires)

I do think this was intentional so it does need to be balanced if they want to make founding your own city viable.

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4 years ago
Oct 9, 2021, 8:01:30 AM
Dayvit78 wrote:

Independent cities will always be weaker than empires, so they will always be gobbled up. Combine that with the huge cost for creating your own city, and it's inevitable that all but your first city will be former independent cities (or taken from other empires)

I do think this was intentional so it does need to be balanced if they want to make founding your own city viable.

You are saying that independent people are weak but this thread is about to make them strong. If they have big bonuses and have many cities can make game interesting. Some mechanics can only applied to independent cities.

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4 years ago
Oct 9, 2021, 9:13:33 AM

IP are only gobbled up because HK is a map painter.  There are no penalties for bigness.  If big empires had penalties, then IP could be made significant.

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4 years ago
Oct 9, 2021, 9:48:52 AM
Krikkitone wrote:

IP are only gobbled up because HK is a map painter.  There are no penalties for bigness.  If big empires had penalties, then IP could be made significant.

I think that if territory size decreases  than players will face challenge to occupy everything and second thing is make IP stronger by special bonus which players get.

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4 years ago
Oct 9, 2021, 1:46:06 PM
Krikkitone wrote:
IP are only gobbled up because HK is a map painter.  There are no penalties for bigness.  If big empires had penalties, then IP could be made significant.


Agreed. IP's always get conquered/assimilated right now because it's too easy to be big. If there were a significant penalty (something heavier than the current city cap influence penalty) then they might be useful as buffer states.


At the same time, I don't want to see IP's get a whole mini-game like Civ does it. That just becomes more bean-counting for minimal effect. I think the current options of resources/armies/assimilation would be sufficient if the bigness problem were addressed.

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4 years ago
Oct 9, 2021, 6:06:51 PM
tppytel wrote:
Krikkitone wrote:
IP are only gobbled up because HK is a map painter.  There are no penalties for bigness.  If big empires had penalties, then IP could be made significant.


Agreed. IP's always get conquered/assimilated right now because it's too easy to be big. If there were a significant penalty (something heavier than the current city cap influence penalty) then they might be useful as buffer states.


At the same time, I don't want to see IP's get a whole mini-game like Civ does it. That just becomes more bean-counting for minimal effect. I think the current options of resources/armies/assimilation would be sufficient if the bigness problem were addressed.

The solution to this is easy before release of humankind there were open betas and in one open beta every unclaimed territory was occupied by independent people. 


If this thing is brought back it can be good because if player try to occupy them and surpasses city limit. 

      Then player influence will decrease to zero or negative and devs can apply negative influence penalty like collapsing of city stability.


( It will cause over expanded empire to lose most of the territory)


The game should have mechanic of espionage that empire can help rebels by funding.

In HK espionage means pillage tiles.

Updated 4 years ago.
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4 years ago
Oct 9, 2021, 11:00:54 PM
Abhi2410 wrote:

The solution to this is easy before release of humankind there were open betas and in one open beta every unclaimed territory was occupied by independent people. 

When did the IP's spawn? At the start of Ancient? Classical? Something else? The land's gotta be empty in Neolithic, right?


I don't want to see a carpet of IP's on the map. I like the way the early game works right now - you can make an effort to scout an area to keep it clear of IP spawns, though that still puts your scouts at risk of a relatively strong IP army coming in from an adjacent territory and starting trouble. That can be fine for a territory you plan to claim soon, but it can also be fine to leave territories unpatrolled in hopes of spawning an IP that you can assimilate/conquer later. But that also risks spawning a hostile IP too. 


The IP spawning we have now is good for the Ancient era - there's lots of productive uncertainty. But once you get into the Classical era, open up Philosophy and Small Council, and start stabilizing your borders, then there's little to keep you from snapping up those IP's immediately. 4-5 cities - intelligently spaced and managed - can control a great deal of territory.


It might be enough to nuke the city cap boost from Small Council. That would constrain early game expansion significantly and taking Small Council is too much of a no-brainer right now. And the whole government civic path with Aristocracy, etc. needs an overhaul anyway. But I'd prefer to see a more comprehensive rework of the city cap penalty.

Updated 4 years ago.
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4 years ago
Oct 10, 2021, 12:08:00 AM

Except City cap does not slow expansion…you expand by attaching territories to existing cities. (if you captured them then you raze them and replace with outposts to attach to existing cities)

Updated 4 years ago.
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4 years ago
Oct 10, 2021, 1:00:48 AM

Sure, but the attachment costs get reasonably heavy after the second attached territory. Plus that hits your stability. Plus you lose the faith and influence generation you get from proper city centers. I feel like the tradeoffs to attaching more outposts are reasonable and interesting. IMO, the problem is that getting a 3rd and especially 4th/5th city center is too easy too early. Right now, it's a no-brainer to take Small Council, assimilate/conquer an IP, and attach a couple territories to that cheaply. That's already a lot of power in the Ancient era. If the geopolitics work out nicely and you can take a 4th good city for 4/3 on your cap until Philosophy then you're in steamroller territory before leaving Ancient.

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4 years ago
Oct 10, 2021, 1:53:21 AM

bonuses are lazy and make it obvious the AI is cheating. this is a god game. people buy it to be one. no one wants to pay 50 schmeckles to feel cheated

IP should play by the rules. so let's have a look at them

why can armies grow bigger than the cities they belong to? because they don't eat food. so let's make them so

why can they get so far from their cities freely? use distance to capital to add a penalty to reflect a diminishing logistics and familiarity with the environment

why can major factions enter IP territories freely? make it so they can't and when they do, have them struck by illness with events, bring desertion and mutiny as a soft limit


enough with the dumb bonuses, please put some effort to it. this is supposed to be a storytelling device. it should have some semblance of internal logic and common sense

Updated 4 years ago.
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4 years ago
Oct 10, 2021, 9:23:40 AM
tppytel wrote:
Abhi2410 wrote:

The solution to this is easy before release of humankind there were open betas and in one open beta every unclaimed territory was occupied by independent people. 

When did the IP's spawn? At the start of Ancient? Classical? Something else? The land's gotta be empty in Neolithic, right?


I don't want to see a carpet of IP's on the map. I like the way the early game works right now - you can make an effort to scout an area to keep it clear of IP spawns, though that still puts your scouts at risk of a relatively strong IP army coming in from an adjacent territory and starting trouble. That can be fine for a territory you plan to claim soon, but it can also be fine to leave territories unpatrolled in hopes of spawning an IP that you can assimilate/conquer later. But that also risks spawning a hostile IP too. 


You are saying to assimilate/conquer IP, I totally disagree with this thing. 


IP can be used as tool of story telling like your neighbouring IP saw rise of dictator or crowning of new king then you get option to support him or not which effects your ideology.


There can also be event you promised an IP for military support and after some turns is  attacked by neighbouring IP or empire then option will come will you protect IP or not.

If you reject  the IP you promised protection will not support you.


You were saying there should be no carpet of IP in early era I agree it can spawn little in classic era but will start spreading in later eras. 

The player empires and other will look like world oldest civilization which come first. It gives a reality touch.


If IP gets strong and vibrant the espionage will get a boost.

Ex: you send 10-15 spies in enemy territory and there is option for training rebels and each spy make 5 rebel units.

Player can collapse other empires and make numerous IP and player promise them protection.



Updated 4 years ago.
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4 years ago
Oct 10, 2021, 9:42:03 AM

I would really like a between of IP and Empire , just an affinity having them influenced will give you their help in function of affinity .

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4 years ago
Oct 10, 2021, 11:55:57 AM
Arphenix wrote:

Don't forget you get upvote

Thankyou for understanding my idea and your upvote.

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4 years ago
Oct 11, 2021, 1:00:49 AM

I feel like the Independent People's behavior and complexity should be brought more in line with what the narrator says about them. He says they are unique cultures that deserve to exist, and he hopes we are kind to and care for them. This contrasts sharply with the reality of their role, that being fodder for us to strengthen ourselves to prepare to face other empires/players. Currently the only purpose of their existence is to get annexed, either peacefully or violently, or get farmed for xp and military stars. 

Updated 3 years ago.
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3 years ago
Dec 26, 2021, 11:37:41 AM

I get really mad at the Narrator saying he hopes I'll treat them well when they go on to assault my people and destroy our property completely unprovoked and with nothing to gain. When I slaughter them and raze their everything I feel like I've given them about the same respect I recieved. I wish the game would let me execute that wretched excuse for a man who inevitably insists his people deserve compensation. Like for what, being pointless assholes?

Updated 3 years ago.
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3 years ago
Dec 29, 2021, 2:36:24 AM

They're vestigial so I've been using a mod to disable them. None of the purposes these schmucks served in EL or ES2 still apply. The previous incarnations were a good way to push the player to build a military early (and then once you have it, you might as well use it against another player) but military era stars do that now. They're also an annoying way to claim territory since they do a poor job building their cities and it would usually be cheaper to just plant an outpost and merge it.

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3 years ago
Dec 29, 2021, 6:57:05 AM

Maybe they should be more like minor factions in Amplitude's previous games and have access to stronger unique units that make them as much of a challenge as their EL and ES counterparts. Also like those factions they should allow you  to recruit those unique units upon allying or conquering them. Like the minor factions in Endless Legend, they could also give each IP a unique bonus that you get upon conquering, assimilating or allying with them. Come to think of it, that would be a good way of representing the unique cultures of the IPs that the narrator keeps yammering on about. Continuing on with this idea, perhaps they can add interactions with the civics as well, such as monoculturalism disabling the unique the bonuses you'd get from controlling the IPs' cities. 

Updated 3 years ago.
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3 years ago
Jan 30, 2022, 2:07:41 PM

Honestly, I think Humandkind should shamelessly borrow Civ V's City-States concept but improve it by making it so that there can be normal city states that have all of the various affinities and barbarian city states that manifest as roving bands of brigands (razing districts and attacking cities) and as pirates that attack player ships and trade routes, necessitating a Navy. 


Something like this:


City State Affinities, their Agendas, and Behaviors:


1. Agrarian: Seek to grow their own food and sell excess. Tend to build more farmers quarters and seek to be left alone. Generally don't have more than one territory. Defensive military in nature but don't mind if people pass through. Will seek to resolve disputes through diplomacy if possible.

2. Militarist/Expansionist: Seek to fight, sell themselves as mercenaries, and conquer more land. Intent on expansion through conquest or settling empty territories. Can act as pirates. Hostile to outsiders unless paid off. Will retaliate immediately in kind of one attacks, pillages, or razes them. Diplomacy? What diplomacy?

3. Merchant/Aesthete: Self-interested, seek to control market and resources. Primary concern is money. Will hire mercenaries to take out trade competitors and protect own trade routes and retaliate against plundering. Will retaliate to the extent they can afford it. If really rich, they'll bribe other nations to attack you.

4: Barbarians/Pirates: I think there also should be barbarian/pirate independent states that should they accrue enough gold from razing cities, ransacking districts, destroying units, or plundering trade, should be able to settle their own cities that pump out roving bands of brigands or fleets of pirate ships. Diplomacy would be either impossible or limited to bribing them to leave you alone or attack someone else.


Wald


Updated 3 years ago.
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3 years ago
Jan 31, 2022, 10:57:41 AM

I like them, one of the good ideas. Should be made a bit more complex though. Give them all the ideological affinities so Influence is stronger or weaker further you are in the axis.


They could also use some personality, instead of just being there. Make them merchants, pirates, monasteries etc. and give out different perks depending on your relations with them. And then, if you wanr, you can absorb them but losing those bonusses. Make it a tough decision: lose good territory but gain perks and the other way around.


Edit: damn, Wald had it already figured out.

Updated 3 years ago.
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3 years ago
Jan 31, 2022, 6:52:42 PM

I think the thing is, like you said the IPs are a good idea but they've already been done before better in Amplitude's previous games, and not only that but those were among their most recently titles too. 

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3 years ago
Jan 31, 2022, 8:22:17 PM

I'd like it if instead of assimilating we could at the very least make them semi-permanent settlements that would act as our Vassals, because of British and any potential future cultures/mechanics that could utilize it. I don't really get why Amplitude avoids having proper satellite states so much and forces assimilation instead, especially considering that there also tends to be a limit to how many places you can settle.


And the fact that I want an ability to carve surrendered enemy up between multiple empires, instead of grabbing it all for yourself, and add some free cities on top of it to add insult to injury has only a bit of impact on this idea.

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3 years ago
Jan 31, 2022, 9:45:12 PM

That could also solve the problem of vassals in general, because it just seems weird to make other "players"  vassals when there are just so few of them. I think the whole vassal idea works a lot better In Paradox's grand strategy games and the more recent Total Wars because there are just so many nations that vassalizing a few of them wouldn't make much difference. Adding IPs to the mix would increase the number of potential vassals dramatically.

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3 years ago
Feb 1, 2022, 1:43:15 AM

They should bring back independent peoples from Endless Legend 2 in a sense of they have their fortifications in various territories and assimilating them into one's empire can give it a legacy trait and access to a unit that is different from the standard unit type.

For example - Spartans give one spearmen/phalanxmen are par with the Greeks. Conquering the Balearics gives one acces to Balearic Slingers whose projectiles seemingly ignore armor at the cost of low range and low armor. Conquering the Czechs gives one a special tank unit (the Germans adopted Czech tanks and guns in WW2), and so forth and so on. There could be plenty of these peoples spread out across all eras and it would be relatively easy to mod too. To prevent spamming extra LT and UUs, the player would be limited to assimilating only one IP at a time. Unless they were an Aesthete culture or something.

Wald

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3 years ago
Feb 1, 2022, 7:39:01 AM
Walderschmidt wrote:


...from Endless Legend 2...

Ok, thought it was a one-time rumour, but you really want to force the people to start rioting and getting out the pitch-forks, as long as you're the only one having access to Endless Legend 2, not? Please link the source to shop selling those game keys. Thanks in advance.


Forever yours, Groo

Updated 3 years ago.
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3 years ago
Feb 1, 2022, 10:52:59 AM

It should be a reason to keep them independent, like in civ, you chose between an additional city in your empire or unique bonuses that you cant get any other way and bonuses were game-changers in some situations. At this moment they are just placeholders for territories between empires for slowing down their expansion.

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3 years ago
Feb 2, 2022, 7:43:38 PM

I agree with developing means to try and keep independent people independent. It adds potential to how you can use them for future expansions, such as the idea of pirating which I really like. Right now I play on a huge map so I would like to use them as a buffer between my empire, I'd love to use them kind of like Putin's republic which brings me benefits, so long as I exert the greatest influence. 

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3 years ago
Feb 2, 2022, 8:52:03 PM

I think keeping them around was an idea they were toying with in OpenDevs (vaguely recall that at least one LT was giving bonuses based on patronage over IPs), but they saw how fast and how lol-random they were gone (due to stockpiles of influence that had barely any use in early OpenDevs) and just gave up on that.

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3 years ago
Apr 8, 2022, 3:47:06 AM
Walderschmidt wrote:
4: Barbarians/Pirates: I think there also should be barbarian/pirate independent states that should they accrue enough gold from razing cities, ransacking districts, destroying units, or plundering trade, should be able to settle their own cities that pump out roving bands of brigands or fleets of pirate ships. Diplomacy would be either impossible or limited to bribing them to leave you alone or attack someone else

I like this idea. Every so often I have Somalians and others spawn on islands and come to harass my coastlines, but an emphasised version would be even better.

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3 years ago
Apr 8, 2022, 8:57:01 AM
Walderschmidt wrote:

Honestly, I think Humandkind should shamelessly borrow Civ V's City-States concept but improve it by making it so that there can be normal city states that have all of the various affinities and barbarian city states that manifest as roving bands of brigands (razing districts and attacking cities) and as pirates that attack player ships and trade routes, necessitating a Navy. 


Something like this:


City State Affinities, their Agendas, and Behaviors:


1. Agrarian: Seek to grow their own food and sell excess. Tend to build more farmers quarters and seek to be left alone. Generally don't have more than one territory. Defensive military in nature but don't mind if people pass through. Will seek to resolve disputes through diplomacy if possible.

2. Militarist/Expansionist: Seek to fight, sell themselves as mercenaries, and conquer more land. Intent on expansion through conquest or settling empty territories. Can act as pirates. Hostile to outsiders unless paid off. Will retaliate immediately in kind of one attacks, pillages, or razes them. Diplomacy? What diplomacy?

3. Merchant/Aesthete: Self-interested, seek to control market and resources. Primary concern is money. Will hire mercenaries to take out trade competitors and protect own trade routes and retaliate against plundering. Will retaliate to the extent they can afford it. If really rich, they'll bribe other nations to attack you.

4: Barbarians/Pirates: I think there also should be barbarian/pirate independent states that should they accrue enough gold from razing cities, ransacking districts, destroying units, or plundering trade, should be able to settle their own cities that pump out roving bands of brigands or fleets of pirate ships. Diplomacy would be either impossible or limited to bribing them to leave you alone or attack someone else.


Wald


That would be perfect honestly. Instead of just the peaceful and aggressive types that we got. 

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3 years ago
Apr 8, 2022, 8:57:43 AM
FullScreenLurking wrote:

Maybe they should be more like minor factions in Amplitude's previous games and have access to stronger unique units that make them as much of a challenge as their EL and ES counterparts. Also like those factions they should allow you  to recruit those unique units upon allying or conquering them. Like the minor factions in Endless Legend, they could also give each IP a unique bonus that you get upon conquering, assimilating or allying with them. Come to think of it, that would be a good way of representing the unique cultures of the IPs that the narrator keeps yammering on about. Continuing on with this idea, perhaps they can add interactions with the civics as well, such as monoculturalism disabling the unique the bonuses you'd get from controlling the IPs' cities. 

This is what makes this game a disappointment to me. I expected things like this. 

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3 years ago
Apr 8, 2022, 9:00:26 AM
DNLH wrote:

I'd like it if instead of assimilating we could at the very least make them semi-permanent settlements that would act as our Vassals, because of British and any potential future cultures/mechanics that could utilize it. I don't really get why Amplitude avoids having proper satellite states so much and forces assimilation instead, especially considering that there also tends to be a limit to how many places you can settle.


And the fact that I want an ability to carve surrendered enemy up between multiple empires, instead of grabbing it all for yourself, and add some free cities on top of it to add insult to injury has only a bit of impact on this idea.

That is also what I would like, making these states your vassals. That combined with them having unique units and different types would make the independent people more then just rando's that you or someone else eventually assimilates. Would be cool to also give them territory.

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3 years ago
Apr 8, 2022, 9:01:26 AM
DNLH wrote:

I'd like it if instead of assimilating we could at the very least make them semi-permanent settlements that would act as our Vassals, because of British and any potential future cultures/mechanics that could utilize it. I don't really get why Amplitude avoids having proper satellite states so much and forces assimilation instead, especially considering that there also tends to be a limit to how many places you can settle.


And the fact that I want an ability to carve surrendered enemy up between multiple empires, instead of grabbing it all for yourself, and add some free cities on top of it to add insult to injury has only a bit of impact on this idea.

That is also what I would like, making these states your vassals. That combined with them having unique units and different types would make the independent people more then just rando's that you or someone else eventually assimilates. Would be cool to also give them territory.

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3 years ago
Apr 9, 2022, 11:34:09 PM

They couldn't be executed much worse right now. Even more so for rebels.


They're usually extremely aggressive (again for no reason), and all they do is spam units and districts so if you capture them to stop the endless waves of troops, you'll get a starving city added to your low city cap with 15% stability out of it.

Updated 3 years ago.
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3 years ago
Apr 10, 2022, 5:11:37 AM

On the topic of rebels, I think they need to split them off from Independent People and into their own category with their own unique behaviors. At the very least they should normally only target the empire they spawned from and leave you only. People are reporting now that other empires' rebels are nonsensically targeting them while leaving the AI alone. 


It'd be nice if you could ally and support them or manipulate them using espionage, and if they functioned like minor factions in many other 4X games, in that you could diplomatically interact with them, but I feel that is something for the future that can be covered in a DLC. For now I think all they need to do is change their behavior and perhaps recategorize if necessary.

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