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My suggestions and also necessary problems to fix

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10 hours ago
Nov 6, 2024, 3:20:38 PM

It's a good game, and I like the concept. It's faster compared to Civilization, but there are definitely some aspects that should be changed in a potential sequel.

  1. Graphical Issues, It's frustrating in several places, especially with the visuals of tiles and resource tooltips:
    • The resources overlay is too blurry, making it hard to see the yield of a tile.
    • There should be a camera with a vertical angle to properly view the hexes and their contents. The strategic map zoom-out doesn't work well for this. There is a lot of difficulty in understanding where rivers begin and end. Sometimes it’s also hard to see forests, mountains, and natural wonders.
    • It's also problematic when icons like the raiding icon overlap, literally blocking the resource yield display for an outpost. This could easily be fixed. Why hasn't it been done yet?
    • The resource selling tooltips are not clear at all regarding who you're selling to or the trade route the resources are traveling on.
    • It's not clear at all that influence is mostly driven by population, and you get x2 once the stability is over 90%. This is important, why hide it?
    • A filter for civilizations in the civilization selection screen would be very useful. Something similar to the filters fo the buildings in the city screen, so you can easily sort civilizations by type, like agricultural, industrial, merchant, etc. It's ridiculous to scroll through them one by one, and the icons are not easily recognizable at a glance.
    • There are technologies that grant a star as a world deed if obtained first. These should be highlighted in the research tree, perhaps with a golden border or a star background. This could have been added via a mod, and it wouldn't be difficult to do.
  1. Gameplay Issue or Limitation:

    • Do we really have to wait for the "Organized Warfare" technology just to get reinforcements? It's not only unrealistic but also unbalanced. If the goal was to prevent early military rushing and conquering, it's a total failure. In fact, it’s counterproductive because players who rush will simply take "Organized Warfare" as their first tech, giving them the advantage to attack and conquer anyone who doesn't have it. Not to mention, it seems like the AI already has this technology by default.
    • It's unclear in which situations you can make claims or what military support is needed for those claims. Basically, you get random claims on the opponent, and sometimes you win wars without knowing that proposing a white peace every turn gives you the pacifist emblem and reduces enemy support. I still don't understand what actions are considered heroic or traitorous.
    • I understand that territories are predefined, but why isn't there a system to buy, acquire, or steal a few adjacent tiles to expand your borders? The influence system would be a good form of currency for this, and gold could be used to purchase land from enemy empires. This wouldn't even be unbalanced.
    • Districts and emblematic units should persist through eras and not be lost. Fortunately, this can already be done with emblematic districts thanks to some mods (which is practically a must), but I don't know about units. There’s no reason why this shouldn’t be part of the base game for immersion or even balance purposes.
  2. Game Objectives:

    • The game lacks victory conditions. There are many ways to end the game, but the structure could offer more ways to win.
      For example, why not create a victory condition with the first player to reach the final era winning? Instead of a collecting stars game, now is a race to progress game.
      Obviously some changes will be needed, that allows you to automatically advance once you've earned the required stars and/or you could even limit the number of stars based on the chosen class, like: agricultural civilizations earning stars only through population growth, industrial civilizations by building districts, and so on.
Updated 10 hours ago.
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