Hi, I took some notes during the Lucy OpenDev thinking there would be a big text box to report observations to the developers, but since there wasn't, I thought I would post them here. Apologies if this has all been covered elsewhere on the forums.
Firstly I'd like to say how much I enjoyed the preview of the game! It's already lots of fun. Coming from a primarily-Civ 4X background I particularly like the prehistoric era exploration rather than the rush to settle your first city, and the way AI empires' attitude is based on four dimensions of ideology based on your civics choices.
Now, some of the things I noted down for the developers:
I found trade quite confusing. I assume when I buy a resource from the AI, they get the money but lose the resource, right? But I also noticed notifications telling me that trade routes had been established without any input from me? So what are these - it doesn't look like an AI gave me a bunch of money or took one of my resources, so what's happening there?
I found the difference between cities and outputs, and attaching, quite confusing at first. It wasn't until my second game that I really understood why you might want to keep an outpost rather than making it a city, or why you might want to attach it to another city instead. Maybe some clearer tutorial text about this? (The attach icon also quite often appears when there is nothing available to attach.)
I'm still not 100% sure how "working tiles" works. e.g. with the hamlet, does that primarily exist so your citizens can work tiles that are far away from your city, which otherwise wouldn't be workable so don't contribute to the city?
Some of the notifications aren't super helpful, e.g. "Empire 3 changed its opinion about you". Which one is Empire 3? (Better name, colour, symbol could help.) What was their opinion before and what is it now? Something like "Romans' opinion of you changed from Friendly to Condescending" would be much more helpful.
AI navigation for naval/embarked units could be improved, quite often it led to shallow-water units taking damage or even being destroyed while in auto-explore.
If a unit is in auto-explore and has no moves left, setting a destination manually is just ignored, and auto-explore continues next turn. Setting the destination should probably disable auto explore?
I had a confusing peace treaty condition - I had 163 war score, and the two options available were to give me the territory I wanted (as per my original grievance) for 10, and to make the enemy my vassal for 150. Given my score I should have been able to do both, but the vassal option wasn't available. (Maybe just not implemented yet?)
War notifications would be useful. Once I was declared war on and didn't even notice until I started looking through the diplomacy screens!
To me, "lost at sea" means "the unit has been lost" (i.e. it's dead), not "the unit is lost" (i.e. it's having trouble navigating) - I was surprised it was still there and could be recovered by moving back to shallow water.
It took me a while to figure out what "Coreligionist" meant! Something like "shares your religion" would be much more self explanatory.
I hope this report helps, and thanks for allowing us to help test the game. I know I didn't use the bug template from the sticky post, because most of these are really minor or just potential new user confusion rather than real bugs - hopefully that's OK, if not let me know and I will reformat it.
Good report! I agree with everything although I assumed things like #4 was because it was still in beta.
"It wasn't until my second game that I really understood why you might want to keep an outpost rather than making it a city, or why you might want to attach it to another city instead. "
What did you figure out regarding this? I can't see any point to attaching instead of letting an outpost grow to a city. I feel like I'm missing something. (Granted I am still in my first game as turns take a long time on my machine).
Benefits of outpost vs. city : cheaper to assimilate to a city, no worry of stability issues
Cons of keeping it an outpost: limited building capabilities (resource nodes, foresting and harbors or various city upgrade models), no FIMS (Food, Industry, Money, Science) control for population, cannot participate in multi-city projects (wonders/religious sites) mostly unable to produce units. This is aside from the obvious lack of access to upgrades researched
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