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What the game is missing and can do better

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3 years ago
Sep 18, 2021, 10:07:31 PM
Humankind has been a wonderful game so far but there are flaws. This becomes clear while playing for a long period of time. Here is what I believe are things that can help flesh out the game. First The culture transition is off. A second, a missing era. Third, Game speed. Fourth, Tech. Fifth, decisions/Spice.

 The transition between cultures feels janky. What I mean is I should not have the ability to choose any culture. My behavior as an empire should reflect what cultures I get to access. For example, If I spend all my time raiding, then I get access to a raiding or warrior culture. Same with farming or tech. DO NOT limit too much but make them at least have a choice of 3 cultures to pick from depending on what stars they earned. Also do not shy away from having multiple farming or science cultures with their own unique twist in bonuses. Variety.

My second topic, The Tribal Era, I'm sure there are plans to flesh out this stage of the game in the future. The devs cannot ignore that there are tribal cultures with nomadic lifestyles. The outpost ability to migrate already facilitates this. This should be the fundamental beginning of the game to be tribal cultures before settling down to be more established cultures. This ties in with topic one. It would be interesting to see how players would interact having their village with their escort of soldiers fighting over early game resources. 

The speed at which the game progresses is too fast, expansion-wise. I find it hard to have enough time to define myself in any way. What I mean is each era feels way too fast. I want to feel immersed in the bronze age, I want to experience the medieval, etc. There's no time to have a full war without the enemy changing culture. There should be time between eras forcing the player to play the style that culture is intended to do. Not just because I need to max out science output for 10 turns. Slow down the snowball some. A solution to slow the peace is to turn food and production into storable resources. Tiles just produce the amount they are shown when exploited. Anything in cities should be purchased with any set of storable resources depending on the nature of the purchase. Then turns should be waited to produce. For example. I need 100 food and 50 production to purchase a soldier in 3 turns. This will also help define the game from CIVs style of economy. Another idea is they can be traded as a resource. For example, I alleviate my food shortage with a trade agreement.

Tbh... the tech system feels ripped off from CIV. The Pacing feels like civ. It's playing like civ. Going back to making food and supply being storable resources. The same can be done with research. Making a system where a player has to save up to purchase certain techs. Make them have variety and give the tech different tiers depending on the research.

Last is the spice. I want to have impactful decisions, I want consequences. I want my people to have personalities. The stability system is already set up for this but there Is no spice to it, it's barebones and needs some meat. I want to see the stability bar fluctuating depending on events, not just baseline bonuses. There needs to be more empire vs. self, just as much as empire vs empire. If you want good examples of spice, then look at Stellaris. Look how the population system is set up and the Governing ethics tab. The population should have ethics that define the results of decisions. For example, totalitarian decisions will cause my democratic population unhappiness, they may rebel or migrate depending on your policies/ stability. I guess look at Stellaris for a lot of what this game is missing in terms of governing mechanics. 
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3 years ago
Oct 2, 2021, 9:38:16 AM

I fully agree with: The speed at which the game progresses is too fast, expansion-wise. I find it hard to have enough time to define myself in any way. What I mean is each era feels way too fast. I want to feel immersed in the bronze age, I want to experience the medieval, etc. The other things you mention I can not so much view as a problem or annoying. But you certainly have a point there, that each eara should be longer, anyway for being able to gather fame stars. Switching cultures? Not a problem, in my taste. If you want to play industry-heavy, simply choose the next culture that is also industry-strong, for example.

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3 years ago
Oct 26, 2021, 9:56:41 PM

Even when I play at the slowest speed, it's too fast.

I reach "contemporary" era, when in fact, my technology is medieval.

It need more "star" to get to change era.

Also, tech cost should be more costly when you reach later eras.

In a slow game speed, I build many science, the last big techs was only 3 turns.

In the last eras of the game, I feel like I never play with all what the game give (tanks, planes, etc).

When I reach this point, I just will win the game in another way. Or it need more techs also in the last eras.

For sure ultimate techs are too cheap. Anyway, the game say me there is just 100 more turns and it's over.

I would like to set or remove this turns limit.

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3 years ago
Oct 30, 2021, 10:21:47 PM

My cities are starving and losing pop even though I've chosen the Mexicans and then Brazilians. I keep popping out farm districts and it will be ok for a few turns, then BAM!! right back to starving. Apparently this is due to overpopulation, but I don't find any tech that will alleviate the problem. this wasn't an issue with the regular game, only with the beta. I hope you can do something to fix this or point me to what I should be researching. I'm getting tired of the narrator scolding me for starving my people. ;)

Updated 3 years ago.
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3 years ago
Jan 9, 2022, 4:54:42 AM

So everyone knows the navy in this game is almost utterly useless.  More water helps, but largely you could play the game and ignore navy completely and lose nothing for it.  This is crazy, navy is so important in actual human history, so what makes navy useless in this game?  As many have pointed out navy ships should be able to do things to costal areas, but that is hardly a fix.  The problem is there just doesn't have to be a lot of costal infrastructure.


The problem is troop movement.  If you could pair land troops with naval vessels and gain their movement and navigation, than you could effectively use navy to drop units behind enemy lines.  This would create a situation where you would need to build navy to defend against navy and then people would actually be forced to take it seriously, lest you have a massive army dumped directly on an undefended city or capitol.


Oh and navy movement is way too low.  The southern cap of africa was a shipping lane because for most of human history it was faster to move over water even if you were going way farther, than it was to go shorter over land.  Not so in human kind, in fact there is almost never an instance where the sea routes are faster.  This should be fixed.


So in conclusion.  Fix navy, it's an embarrassment to this game.  Fix it by giving naval units more movement and letting them transport troops.

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3 years ago
Jan 10, 2022, 9:49:52 AM

I agree with you to an extent but I think things like this should be optionals. Similar to the way Stellaris (made by Paradox) does things. Rather than makign thigns fixed it makes things an option.

So maybe before game start you have the "Option" to "Restrict Cultures Based on Behaviour and Civics".


With regards to timing I think you're right though I'm only on my first game at the easiest difficulty but I'm already Contemporary at 1345 CE.

And I've been purposefully slow at upgrading my eras!


But to take another leaf from Paradox - make these things optional. If you play one of their games they have a TON of modifiers pre-game that can slow or speed up the development of your civilisation/empire. Such as pop growth, district (planet) count, etc.


Seriously I'm not a shill. Just check out my Steam Profile. Besides Paradox and Amplitude play to different audiences. Paradox is realtime. Amplitude is turn-based. 

I just think Amplitude could learn a lot from Paradox in its use of options, features, etc.


Don't use Civ as your base. Use one of Paradoxes games as your base.

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