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Any Opinions about Neolithic Era mechanism?

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4 years ago
Sep 20, 2021, 10:21:25 AM

I think it's the most important period throughout the game, and it's way more important than it should be. Taking the Neolithic Era as long as possible and retaining as many territories(even making 2 cities at the start of the Ancient era is not difficult) is a more powerful strategy than grabbing good ancient cultures.


1. Nomad trait makes positive feedback itself. This cycle is way faster than that of the Ancient Era, prompting players to stick in the Neolithic Era.

2. There are some easy ways to gain food(hunting mammoth). The chance to encounter them is random but its importance in the early game is huge.


The basic structure of Humankind is selecting a culture each era. Of course you can also transcend or delay choosing next culture in order to gain some more fames, but I don't think making players to delay choosing the 'first' culture is a good design. The Neolithic Era is just a prequel of the entire race. It's not the most interesting part of the game, and it doesn't have to be. However its importance is too big in spite of the serial nerfs on values. Maybe there's some ways to fix the mechanism?

Updated 4 years ago.
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4 years ago
Sep 20, 2021, 1:19:44 PM

I'm starting to see the ai start to play this way, so maybe that's how it's supposed to be played. My last game, one of my neighbors had 3 outposts up going into ancient, and the other had 2. Not saying it couldn't use some tweeks. Finding mammoths vs not finding mammoths for example does have a pretty drastic impact on things. Maybe even too much of an impact.

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4 years ago
Sep 20, 2021, 7:18:53 PM

The mammoth issue could be solved by giving them 1 to 3 extra strength so you need 3 tribes (or 2 and really good tactics) to take one down.  The positive feedback could be a “Tribe cap” like the city cap…every tribe over 5 you pay 1 influence per turn.  if stockpiled Influence reaches -10 one of your tribes leaves, and your influence is reset.

Updated 4 years ago.
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4 years ago
Sep 21, 2021, 5:50:36 AM

This is my proposal for neolithic.
https://www.games2gether.com/amplitude-studios/humankind/forums/169-game-design/threads/45291-proposed-modifications-to-neolithic

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4 years ago
Sep 21, 2021, 1:45:55 PM

Point number 1 in that other thread got me thinking about the competitive events from ES2. Like, I think there was an early one that involved researching military tech or building ships(I don't remember precisely, I haven't played in some time), that rewarded you with stronger ships depending on how much you contributed to the event. Like, maybe an event that tracks your contribution to the extinction of mammoths. Or maybe some sort of event that rewards you for growing an outpost to 4 pop. Something like that could change things up quite a bit. I kind of liked those. Would be cool to see those return in some form.

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4 years ago
Sep 21, 2021, 3:08:11 PM

What if the game just forced you into the Ancient Era once you hit your first star, or 6 or 7 pop/units or something?

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4 years ago
Sep 21, 2021, 3:39:34 PM

There are 2 things really pushing it atm: much faster growth than is possible in Ancient (and scales up instead of scaling down with "pop"), and influence cost of outposts arbitrarily changing when you enter Ancient. idk what could be done about the food exactly, but retooling the outpost cost to favor jumping into Ancient would help a lot.

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4 years ago
Sep 21, 2021, 4:16:23 PM

There's a lot of disagreement about this - if people feel they're encouraged to rush into the ancient era, some complain that they can't take their time and enjoy it. This is the first time I've seen someone complain that they might have a reason to delay entering the ancient era, but I'm sure many people feel this way.


I think the decision to stay or not is situational, which is good. It's not always beneficial to stay in ancient like you're describing.

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4 years ago
Sep 21, 2021, 4:50:04 PM
SpacesuitSpiff wrote:

There are 2 things really pushing it atm: much faster growth than is possible in Ancient (and scales up instead of scaling down with "pop"), and influence cost of outposts arbitrarily changing when you enter Ancient. idk what could be done about the food exactly, but retooling the outpost cost to favor jumping into Ancient would help a lot.

Yeah. Neolithic population growth will almost always be stronger than whatever a player can get when starting the Ancient era, solely due to Curiosities and maybe outpost burning and animal hunting. 


If we just want a quick solution to the Neolithic growth problem, with minimal effort, I would suggest simply having Neolithic Curiosities to stop spawning for the player after they achieve one era star. Now, while that leaves the potential problem of animal hunting for growth, the player has to expend considerable effort to do so--especially if they're simply burning the Animal Outposts instead of leaving it alone for animals to spawn every... 2-ish turns or so. 

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4 years ago
Sep 21, 2021, 5:41:10 PM

A harder-to-implement idea would be the amount of food to gain a pop increases with the number of tribes you have. Something like


1-10 tribes = 20 food

11-15 tribes = 35 food

16-20 tribes = 50 food

etc.


I'd wager that this is a significant coding issue, though XD

Updated 4 years ago.
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4 years ago
Sep 21, 2021, 7:43:32 PM
LiquidEggProduct wrote:

A harder-to-implement idea would be the amount of food to gain a pop increases with the number of tribes you have. Something like


1-10 tribes = 20 food

11-15 tribes = 35 food

16-20 tribes = 50 food

etc.


I'd wager that this is a significant coding issue, though XD

I've thought something like increasing the food threshold for the next tribe by a nice, scalable number might work. Something like +4 on normal, +2 on quick, +1 on blitz, +8 on slow, +16 on endless. Some problems do arise from this however.


1) How do you account for the population in outposts?


Wouldn't it be annoying if your outpost grew by 1 pop right on the turn you were going to pick up a curiosity, thereby increasing the amount of food needed by tribes to grow and denying you another pop? I think a solution to this could be only counting Tribe units and not pop in your villages, so you could actually manage your food thresholds by disbanding tribes at the cost of hurting your exploration and map presence. But this is only one solution to a tricky problem.


2) How do you account for multiple tribes reaching the next food threshold at the same time?


This is much more difficult. Say you click the "Move all units" button and two armies collect curiosities at the same time, or you hunt a mammoth and two armies in the battle area gain enough food to grow at the same time. Where does the new tribe spawn, supposing the other army will not have enough food to grow? The issue with hunting could be resolved by not splitting food between Nomad armies within the battle area before reinforcements are unlocked, but how do you solve the two tribes picking up curiosities at the same time? Randomly choosing which army will gain a unit if they both gain enough food simultaneously and tasking the player to be more judicious about the order they move their tribes in is a solution, but it feels unsatisfactory. This is a difficult problem to solve.


3) How does this change generalize across Nomad armies?


You could just say, "this only applies to Tribes in the Neolithic era." But having Neolithic tribes governed by one set of rules, while Hunnic and Mongol Hordes are governed by another seems very off. Alternatively, you could apply these rules to Huns and Mongols as well, since they do need to be tuned down a bit. But then the other problems remain and are applied to even more cases. For example, now that reinforcements will be available, how do you account for the simultaneous growth problem post battle?


I do feel like a soft limitation on Neolithic growth like this is the way to go, but it doesn't come without its own score of problems and I can see why the devs might be hesitant to implement this or anything like it.

Updated 4 years ago.
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4 years ago
Sep 22, 2021, 4:36:01 AM
DeadSeto wrote:

Point number 1 in that other thread got me thinking about the competitive events from ES2. Like, I think there was an early one that involved researching military tech or building ships(I don't remember precisely, I haven't played in some time), that rewarded you with stronger ships depending on how much you contributed to the event. Like, maybe an event that tracks your contribution to the extinction of mammoths. Or maybe some sort of event that rewards you for growing an outpost to 4 pop. Something like that could change things up quite a bit. I kind of liked those. Would be cool to see those return in some form.

I personally like this idea. Narrative events could be more interesting this way.

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