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4 years ago
Dec 15, 2020, 2:02:07 PM

Hey everyone!



You may have read about our plans for the Independent People in our Lucy Announcement blog.

While not all of these plans have made it into the currently available version of the game, we'd still like to hear from you what you think of the independent people know, as they were an aspect of the game we received a lot of constructive feedback on during the Stadia OpenDev.

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4 years ago
Dec 16, 2020, 12:25:44 PM

Hello,

about my experience with independent people in the "Lucy" Open Dev:

First of all the map areas are just the right size to make independent people an important asset to control but not having them block off too much of the map.


I really miss a lot of elements from f.e. Endless Space 2 concerning culture/lore/uniqueness. Without a big picture and description of culture It is hard to imagine how their city/customs might differ from mine which takes away a bit of atmosphere. Also, the way a unique assimilation effect was presented in es2 felt a bit nicer because I immediately knew what makes their population differ from mine/others through gameplay. Kind of miss this feeling of multiculturalism in that regard.


All in all so far they felt more like tokes to pump resources in to get a city. It did not make my gameplay experience worse, I just see more potential for their cultures being expressed a bit more (clearly) in both gameplay and atmosphere/Lore; especially given that the game's main theme is closely connected to multiculturalism.

I generally am really enjoying my experience with the game, and it already feels very polished. Can't wait for the final product :)



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4 years ago
Dec 16, 2020, 8:29:45 PM

Hi,

please for the love of god let me destroy unwanted cities, there's freaking Independent People everywhere where I can't claim with a outpost fast enough.

I now got 17 territories of which 10 are cities and due to 4-6k influence cost on merging, I am stuck with unadministered cities everywhere!

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4 years ago
Dec 16, 2020, 8:49:42 PM
ForgottenTree wrote:


I now got 17 territories of which 10 are cities and due to 4-6k influence cost on merging, I am stuck with unadministered cities everywhere!

I agree the influence cost for merging cities is too high. I wanted to relieve myself of some tedious heavy micromanagement of the ~30+ cities I head under my empire in the end game, but just didn't have the influence to do it.

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4 years ago
Dec 17, 2020, 12:05:05 AM
ForgottenTree wrote:
please for the love of god let me destroy unwanted cities, there's freaking Independent People everywhere where I can't claim with a outpost fast enough.

Place an army on top of the city center, and select ransack from the side panel. Click on the tile. The strength of the army determines how long it takes.


Changlini wrote:
I agree the influence cost for merging cities is too high

What's a bit unclear is where the cost is coming from. I had a city which was 2k to attach, and the cost kept raising every turn even if I wasn't building anything in it.

Updated 4 years ago.
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4 years ago
Dec 19, 2020, 12:30:39 AM

The biggest problem I saw with Independent Peoples was that any one I didn't assimilate, the AI empires did. Which made keeping a bunch of unassimilated people under my patronage not a possible strategy.

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4 years ago
Dec 19, 2020, 2:23:06 AM
The independent people now have much more depth and favour. I think this change is very positive for the game as a whole. However, still conquering Independent people is far cheaper and more efficient way than assimilating by patronage. Except for a several cultures, which benefit from the status of patron of Independent people, I feel the value of these people is very... uninteresting and irrelevant. Moreover, as HamHamJ stated above, Independent people tend to be assimilated or conquered by AI civilizations very occasionally. So engaging them with patronage was a bit uncertain, unsustainable, and high-risk low-return...
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4 years ago
Dec 20, 2020, 2:39:50 PM

There should be some reason to just patronate independent cities without assimilating them, like dealing with city-states in Civ, but currently there is no reason to. Well, it's written you can use their resources or control their army - but you will get resources anyway, and who needs that silly peasants?

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4 years ago
Dec 21, 2020, 2:51:01 AM

I like the free peoples, but there aren't enough of them - especially in the ancient era. During a fast-paced playthrough, you and the AI might grow so quickly that there is hardly any place left for them.

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4 years ago
Dec 21, 2020, 9:22:35 AM
200mm wrote:
The independent people now have much more depth and favour. I think this change is very positive for the game as a whole. However, still conquering Independent people is far cheaper and more efficient way than assimilating by patronage. Except for a several cultures, which benefit from the status of patron of Independent people, I feel the value of these people is very... uninteresting and irrelevant. Moreover, as HamHamJ stated above, Independent people tend to be assimilated or conquered by AI civilizations very occasionally. So engaging them with patronage was a bit uncertain, unsustainable, and high-risk low-return...

Completely agree with you there. It's just way more easier and profitable to just conquer them. Perhaps patronage could turn them into a kind of vassal so they can be kept more reliably. Even then they need some kind of bonuses similar to the Endless games to make the effort worthwhile.

Updated 4 years ago.
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4 years ago
Dec 21, 2020, 10:32:51 AM

I think there might be an opportunity to make independent people a lot more common and more robust in the ancient era, so that similar to hunting in the neolithic era hunting, a player has a clear theme of consolidating tribes. The initial cultural choice might have a much stronger diplomatic effect with independent people tilting the balance and making assimilation vs domination choice a lot more meaningful.


It would also be cool if some of the independents had a technology, knowledge of a resource (revealing it on the map nearby) or unique structure for a player to acquire.


In my few playthroughs with Lucy, independents appeared later in a game and almost always got assimilated immediately.

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4 years ago
Dec 21, 2020, 6:02:45 PM
ihrd wrote:
It would also be cool if some of the independents had a technology, knowledge of a resource (revealing it on the map nearby) or unique structure for a player to acquire.

I really like this idea. It would promote diplomatic or agressive relations with the independant state. If science was much harder to research than it is now and I could get one for free by assimilating them it would really give them a higher value to persue.

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4 years ago
Dec 21, 2020, 8:24:17 PM

They are useful for making a landing on a new continent and that's about it, really wish there was a reason to give them outposts and babysit them in general.

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4 years ago
Dec 21, 2020, 9:54:15 PM

My main issue is the same as with minors in ES2, if you let them stick around someone else will snatch them from you with seemingly little effort. Maybe there could be some kind of 'guarantee independence' as an alternative to assimilation, that would make sure that this particular group will remain around? Could make it cost upkeep in influence, one way or another (either by flat per-turn cost or by keeping the relationship with them a race between majors, so that you need to invest into it to stay ahead). Then we could maybe start to talk about how to balance/incentivize interactions with patronaged Independent Peoples.


I also like the idea of some form of 'special powers' for them. Maybe they could have an access to some kind of specific emblematic unit, that you could hire with a long cooldown, or ability to cooperate with single town to boost FIDSI... uhm... FIMSI? FIMRI? I'm not sure what's the shorthand in Humankind. But as I wrote, to even think about it we must first assure that they'd ever stick around the map for long enough to make it worthwile.

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4 years ago
Dec 22, 2020, 5:06:53 PM

I am not sure it is just me, but relative to the previous open dev I find them to show up too late. I usually just kill their scouts before they can claim a spot. They feel a lot less active than before or maybe the peaceful spawn rate is just higher than previously. I hardly ever tried to vassalise them because they always seemed to be far off in terms of own ideology, although I liked that information given. Maybe they could be a little stronger, and not always totally on the opposing ideology spectrum, plus have some higher growth? I would also say that with the limited number of city administrators and my own city planning style (especially after you know the map already), I usually don't like to incorporate their cities. Razing and then establishing an outpost again also feels a bit of a duplication that slows me down... so instead I felt the better strategy is to just hit them out of the game asap, which renders and interesting game concept useless.

Updated 4 years ago.
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4 years ago
Dec 26, 2020, 2:06:36 AM

I really like the concept of the independent people, yet it seems they all have very similar and extreme tendencies and it is hard to match with them

This should be balanced to get more in touch with them. 

Oher than that they really enriched my gameplay, much more than the idea of barbarian hordes in a competitive series :) 

same with Reich238 they could spawn a bit earlier and if this would not consume too much cpu cycles also try to fight each other to enlarge their power, yet other than the AI cannot research or having active diplomacy.

Updated 4 years ago.
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4 years ago
Dec 26, 2020, 7:14:30 PM

The Independent peoples in Humankind, to me, felt as though they were more "in the way" than contributing anything interesting to to the OpenDev scenario. The way similar things are used in Endless Space 2 or Endless Legend - with them having unique units or populations to add to your empire would be interesting. In Humankind, this could probably be achieved with Unique Luxury Resources or Unique Quarters or Infrastructures or even  Unique Units that assimilating them or patronising them grants you. What might be even more interesting would be getting Bonus A (e.g. unique unit) if you are their Patron (90+%) and Bonus B (e.g. unique improvement) if you assimilate them, where your playstyle can lead to you getting either Bonus A or Bonus B, but not both.  


I agree strongly with the below, by which I mean, in their current state, Independent Peoples just feels like a just another territory that you invest some gold/influence into for a turn or 2 before immediately assimilating them, as this grants you the most benefit: 

Xahutek wrote:

I really miss a lot of elements from f.e. Endless Space 2 concerning culture/lore/uniqueness. Without a big picture and description of culture It is hard to imagine how their city/customs might differ from mine which takes away a bit of atmosphere. Also, the way a unique assimilation effect was presented in es2 felt a bit nicer because I immediately knew what makes their population differ from mine/others through gameplay. Kind of miss this feeling of multiculturalism in that regard.


All in all so far they felt more like tokes to pump resources in to get a city. It did not make my gameplay experience worse, I just see more potential for their cultures being expressed a bit more (clearly) in both gameplay and atmosphere/Lore; especially given that the game's main theme is closely connected to multiculturalism.

I generally am really enjoying my experience with the game, and it already feels very polished. Can't wait for the final product :)




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4 years ago
Dec 27, 2020, 3:13:15 AM
Civ's City States are a much better implementation of "Independent people" at the moment. There is plenty of incentive to let them stick around because of the bonuses that they can give you, and there can be diplomatic consequences for conquering them; as it stands now, they are very uninteresting because they're destined to be either conquered or assimilated. There should be some incentive to interact with them diplomatically sometimes, and to either conquer or assimilate them other times. Additionally, clicking a button a bunch of times to throw money or influence at them is not a fun or interesting way to interact with them. See Age of Wonders III's quest system as a cool starting point for how we can interact in a more interesting way with the independents. 
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4 years ago
Dec 27, 2020, 3:38:56 AM

1. If we are supposed to potentially be interested in recruiting them as mercenaries and/or fighting them, it would be cool if they recruited units appropriate for the era that they come up in besides from levies/militia/etc. I don't care if they don't have copper or iron, it would just make them more interesting. They could also have several types, like if they spawn in an area with horses they could ravage the countryside with stacks of barbarian horsemen, or certain cultures only spawn on coasts, then prioritize building a harbor and ransacking your harbors with actual naval units, instead of just embarked units.


2. I feel like if I have sufficient patronage over an independent people there should be some counterplay option that allows me to block an opponent assimilating them. Maybe spend influence to "support their independence," which also makes it impossible for anyone to assimilate them for 5-10 turns or so. Espeically handy for that one legacy trait that grants bonuses for each independent people under your patronage.


3. Generally feel they should have more settings than peaceful or aggressive. Maybe their level of hostility is dependent on how closely your civics match? Perhaps severe differences cause them to want to be aggressive, ransack undefended quarters and whatnot, while moderate mismatches cause them to ignore you unless you're trespassing, and close matches are peaceful. Either way, definitely needs to be more than a binary. It could then also cost more to patronize and assimilate severely mismatched independent peoples. I also agree with DonPato above that the current system for patronage isn't great.


4. Hostile independent peoples shouldn't suicide themselves on your closest army. It's weird and breaks immersion of them as something other than mindless mob to crank out experience on.


5. I think there should just be more of them, and they should play a more active role in hampering the growth of the players and active AI. Especially early on they can be used as sort of a soft check on whether or not you have at least enough of an army to keep your borders safe, and if you don't then they ransack unwalled quarters and cause a major stability spike on your city.

Updated 4 years ago.
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4 years ago
Dec 28, 2020, 1:58:54 PM

It's too easy to assimilate independent peoples. Make it more of a challenge, for the player to feel glad once that region joins the empire.

Maybe make the assimilation process (which can be launched once the slider is at 100%) take some time as well. 8-12 turns depending on the cultural affinity?


And I second the annoyance at the fact that the independent people join the empire as a city - and make the territory no longer easily attachable to an existing nearby city.

Perhaps they should join the empire as an outpost instead?

Updated 4 years ago.
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4 years ago
Dec 28, 2020, 10:58:04 PM

In the first games I played, it was unclear that there was anything peaceful I could do with them. So I basically confronted every independent people by conquering them.


In later games, I realized that I could spend money/culture to bring them into patronage. I did *not* understand the various civic affinity sliders -- it just seemed like always, the independent peoples were very different from my own culture.


I ended up assimilating all independent people once I realized I could get them to 100 in patronage. If there was supposed to be another steady state beyond conquering vs buying them out, it was not apparent to me during gameplay.

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4 years ago
Dec 29, 2020, 4:18:00 PM

It has been like a rollocoaster ride with the Independent People - in first OpenDev, there was not enough of them, in the second one, they were everywhere in a no time, and now... they are again rather on the low point. I have several thoughts whirling in my head, some of them echoing sentiments brought up here before.


1. There could be more Independent People and they could come earlier.


2. IPs could be rather stronger, to make for more interesting gameplay - as it stands now, it is rather easy to prevent them ever settling and bullying them, their Cities are easily conquered with minimal amount of units and without the repercussions.


3. Becoming Patron seems bit like a chore and lacks the funny and interesting elements that other parts of the game sport - clicking on the button for Influence/Money repeatedly was really tedious, also does not really have the feel of becoming someone's Patron. In comparison to ES2, where interacting with Minor Factions felt really flavorful, engaging and rewarding. There could be more interaction between Patron and Independent People besides the option to assimilate them - also dumping loads of Money/Influence on IP one turn and Assimilating them on the next turn feels really anticlimatic and unrealistic - if there was a period of several turns that such city is Patronized but unable to assimilate (like 5-10 turns) and then there was a pop-up "Assimilation possible", that would give more time for other players to join the tug of war over independet cities.


4. One of the ways to make Patron benefit from their IP under patronage would be to give the Patron some benefit - like minivassalization - that would be worth having them in the form of IPs, not Assimilating them on the first chance - what comes to mind is giving bonus to FIMS, or only Food/Money, getting access to their Luxuries and Stretegics or counting their Territories as "Owned" for the purpose of Expansionist's Era Star.


5. If long-term Patronization would be a thing, after spending whole Era under Patronage, there could be pop-up that the IPs grew so close to you, that you could instantly Assimilate them without the cost (that could have higher base values); this could be refuse, but than IPs would go into decline and dissapear next era, like they do now (I believe - there was no IPs alive long enough for me to experience this).


6. I agree that IPs could have more flavour identity, than they have right now. Without the need to go for unique Units or other stuff, each IPs could have one of several identities based on some circumstances (currently, they are either Hostile or Peaceful, making them more or less likely to attack you on sight). There could be for example "Warriors", "Pastoralists", "Traders" and "Worshipers" - each with bit of unique twist on the interaction with Players and with Era appropriate generic Art for their representation (to give them more flavour and enhance immersion - with 4 types in six eras, 24 small new arts could be mannagable, and could have differently looking City Centers).


6a) Warriors - would represent "Barbarians", "Sea People", "Hordes", later on "Rebels" or even "Terrorists" - they would spawn in territories with Strategics and would be highly agressive, would attack on sight, seek Players, pillage their countryside, spam units and mainly in early game provide pressure on player so they can not just ignore defenses. They would have fortified city, maybe with several Garrisons in territory, making them difficult to conquer and rather difficult to assimilate and probably provide only small bonus if Patronized - something like 5 % reduction to Unit production comes to mind. Once Patronized, they could also be much cheaper to buy as Mercenaries.


6b) Pastoralists - would represent prototypical peaceful tribes and peoples of various eras, they would expand their city a bit and only fight in defense, but their population would rise steadily. They would be easily Patronized and once done, they could provide Food to Capital or simply give Population to nearby City of Patron every couple of turns in addition to normal Population growth.


6c) Traders - would represent small trade partners - like many Mediterrainian City States, Hanseatic League, Native Traders of Americas and Africa - they would spawn only in territories with Luxuries and once under Patronage would give Patron access to their Luxuries and/or small Money income; they would be easier to Assimilate with Money, than with Influence.


6d) Worshipers - would represent famous Religious and Cultural places that are not playable right now - Israelites, Tibeteans, Norte Chico etc. - they could have own Holy Site, that - once Assimilated or Patronized, could count as Players Holy Site - considering they share Player's Religion. They would be easier to Assimilate with Influence and could be done only if they share Religion (or might not be necessary, as they could adopt state Religion upon Patronization/Assimilation).


So these are some things I had on my mind since the second OpenDev - some of them being rather bigger changes to how IPs work right now and would be probably out of scope for the game's release, but maybe they come handy as an inspiration for some stray Dev that stumbles on them in future.


Thanks for the amazing time spent with the game (playing or discussing it with other fans) so far, cheers!

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4 years ago
Dec 29, 2020, 8:01:18 PM

Independent People need a few flavour changes and a few mechanical changes, the base is there but needs a lot of tuning.


Some unique colours would be great instead of the same grey everywhere, also perhaps a randomized religion instead of it all being the same generic one


That's all for flavour, mechanically independents exist purely as extra cities and nothing more, you dump money and influence into them for a city and not much else. Taking over them should be harder, both from a military and conversion perspective, while actions like trading should be much easier so that empires have an opportunity to interact with them before they get eaten. They have lifespans of upwards of 50 turns but are eaten in 9, and I haven't seen a single one last long enough to be able to offer goods which should be one of the main interactions with them, trade. They also only seem to spawn civilian units so buying them as mercenaries is out of the picture, but this problem is easier to fix by giving them the same unit pools as players, and thus would make mercenaries worth it.


The act of converting them is also rather dull, just clicking a button over and over, it'd be fine if that was the alternate method and instead tolerance/compatibility was the primary method of conversion, where you have to either change your ideals to suit the independents or the other way around in order to convert them.


Overall a lot of potential but they get eaten up too easily before that potential is realized

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4 years ago
Dec 29, 2020, 10:43:03 PM
oggysu wrote:


6. I agree that IPs could have more flavour identity, than they have right now. Without the need to go for unique Units or other stuff, each IPs could have one of several identities based on some circumstances (currently, they are either Hostile or Peaceful, making them more or less likely to attack you on sight). There could be for example "Warriors", "Pastoralists", "Traders" and "Worshipers" - each with bit of unique twist on the interaction with Players and with Era appropriate generic Art for their representation (to give them more flavour and enhance immersion - with 4 types in six eras, 24 small new arts could be mannagable, and could have differently looking City Centers).


6a) Warriors - would represent "Barbarians", "Sea People", "Hordes", later on "Rebels" or even "Terrorists" - they would spawn in territories with Strategics and would be highly agressive, would attack on sight, seek Players, pillage their countryside, spam units and mainly in early game provide pressure on player so they can not just ignore defenses. They would have fortified city, maybe with several Garrisons in territory, making them difficult to conquer and rather difficult to assimilate and probably provide only small bonus if Patronized - something like 5 % reduction to Unit production comes to mind. Once Patronized, they could also be much cheaper to buy as Mercenaries.


6b) Pastoralists - would represent prototypical peaceful tribes and peoples of various eras, they would expand their city a bit and only fight in defense, but their population would rise steadily. They would be easily Patronized and once done, they could provide Food to Capital or simply give Population to nearby City of Patron every couple of turns in addition to normal Population growth.


6c) Traders - would represent small trade partners - like many Mediterrainian City States, Hanseatic League, Native Traders of Americas and Africa - they would spawn only in territories with Luxuries and once under Patronage would give Patron access to their Luxuries and/or small Money income; they would be easier to Assimilate with Money, than with Influence.


6d) Worshipers - would represent famous Religious and Cultural places that are not playable right now - Israelites, Tibeteans, Norte Chico etc. - they could have own Holy Site, that - once Assimilated or Patronized, could count as Players Holy Site - considering they share Player's Religion. They would be easier to Assimilate with Influence and could be done only if they share Religion (or might not be necessary, as they could adopt state Religion upon Patronization/Assimilation).

If something like what you're describing here isn't implemented in the full game, I will be instantly downloading the first mod that does do something like this! I really feel like this is the answer to what IP can and should be.

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4 years ago
Dec 30, 2020, 12:31:19 PM

They need to 

1. give special bonuses to your empire when you are their patron (give IPs an affinity, and that affinity determines the bonus they give)

2. give a different bonus in their city when you assimilate them (probably based on their affinity)

3. As a patron be able to prevent other patrons from assimilating them

4. be harder to attack, and be able to be liberated by a previous patron. 

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4 years ago
Jan 1, 2021, 12:41:20 PM
oggysu wrote:

It has been like a rollocoaster ride with the Independent People - in first OpenDev, there was not enough of them, in the second one, they were everywhere in a no time, and now... they are again rather on the low point. I have several thoughts whirling in my head, some of them echoing sentiments brought up here before.


1. There could be more Independent People and they could come earlier.


2. IPs could be rather stronger, to make for more interesting gameplay - as it stands now, it is rather easy to prevent them ever settling and bullying them, their Cities are easily conquered with minimal amount of units and without the repercussions.


3. Becoming Patron seems bit like a chore and lacks the funny and interesting elements that other parts of the game sport - clicking on the button for Influence/Money repeatedly was really tedious, also does not really have the feel of becoming someone's Patron. In comparison to ES2, where interacting with Minor Factions felt really flavorful, engaging and rewarding. There could be more interaction between Patron and Independent People besides the option to assimilate them - also dumping loads of Money/Influence on IP one turn and Assimilating them on the next turn feels really anticlimatic and unrealistic - if there was a period of several turns that such city is Patronized but unable to assimilate (like 5-10 turns) and then there was a pop-up "Assimilation possible", that would give more time for other players to join the tug of war over independet cities.


4. One of the ways to make Patron benefit from their IP under patronage would be to give the Patron some benefit - like minivassalization - that would be worth having them in the form of IPs, not Assimilating them on the first chance - what comes to mind is giving bonus to FIMS, or only Food/Money, getting access to their Luxuries and Stretegics or counting their Territories as "Owned" for the purpose of Expansionist's Era Star.


5. If long-term Patronization would be a thing, after spending whole Era under Patronage, there could be pop-up that the IPs grew so close to you, that you could instantly Assimilate them without the cost (that could have higher base values); this could be refuse, but than IPs would go into decline and dissapear next era, like they do now (I believe - there was no IPs alive long enough for me to experience this).


6. I agree that IPs could have more flavour identity, than they have right now. Without the need to go for unique Units or other stuff, each IPs could have one of several identities based on some circumstances (currently, they are either Hostile or Peaceful, making them more or less likely to attack you on sight). There could be for example "Warriors", "Pastoralists", "Traders" and "Worshipers" - each with bit of unique twist on the interaction with Players and with Era appropriate generic Art for their representation (to give them more flavour and enhance immersion - with 4 types in six eras, 24 small new arts could be mannagable, and could have differently looking City Centers).


6a) Warriors - would represent "Barbarians", "Sea People", "Hordes", later on "Rebels" or even "Terrorists" - they would spawn in territories with Strategics and would be highly agressive, would attack on sight, seek Players, pillage their countryside, spam units and mainly in early game provide pressure on player so they can not just ignore defenses. They would have fortified city, maybe with several Garrisons in territory, making them difficult to conquer and rather difficult to assimilate and probably provide only small bonus if Patronized - something like 5 % reduction to Unit production comes to mind. Once Patronized, they could also be much cheaper to buy as Mercenaries.


6b) Pastoralists - would represent prototypical peaceful tribes and peoples of various eras, they would expand their city a bit and only fight in defense, but their population would rise steadily. They would be easily Patronized and once done, they could provide Food to Capital or simply give Population to nearby City of Patron every couple of turns in addition to normal Population growth.


6c) Traders - would represent small trade partners - like many Mediterrainian City States, Hanseatic League, Native Traders of Americas and Africa - they would spawn only in territories with Luxuries and once under Patronage would give Patron access to their Luxuries and/or small Money income; they would be easier to Assimilate with Money, than with Influence.


6d) Worshipers - would represent famous Religious and Cultural places that are not playable right now - Israelites, Tibeteans, Norte Chico etc. - they could have own Holy Site, that - once Assimilated or Patronized, could count as Players Holy Site - considering they share Player's Religion. They would be easier to Assimilate with Influence and could be done only if they share Religion (or might not be necessary, as they could adopt state Religion upon Patronization/Assimilation).


So these are some things I had on my mind since the second OpenDev - some of them being rather bigger changes to how IPs work right now and would be probably out of scope for the game's release, but maybe they come handy as an inspiration for some stray Dev that stumbles on them in future.


Thanks for the amazing time spent with the game (playing or discussing it with other fans) so far, cheers!

Love these ideas -- keeps them from being so generic.

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4 years ago
Jan 7, 2021, 2:50:30 PM

As even when patronized thay coudn't offer much (no available resources), I mainly influenced/bought them into my Empire to set foot on the second continent.

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4 years ago
Jan 7, 2021, 5:35:12 PM

About current Independent People system, I honestly do not like it. Interactions with them are far too simplistic. They do not pose any threats. Too easy to be assimilated into empire too.

I would give small credits for some of aggressive groups that did send a small unit/raiding party to ransack one of my luxury sites. Other than that, they just seem to stood there and did nothing else.

Personally, I would like it more if players can interact with them just like doing Diplomacy with one of Major Factions/AIs. In fact, I would not mind at all if they are given a bit more power and spawn even as early as during Neolithic Era. (But make it like 10+ turns later)

I know devs are working more on them, but please make them more varied and interesting. Make them stand out and strong enough for them to be considered as a minor force to be reckoned/recognised. Not just as another nuisance and/or placeholders for easy land grab by assimilation. :P Also, please make it significantly harder to assimilate them too.

EDIT

Another idea is these people can give out quests/missions to players/AIs to complete for rewards where some of which can be small amount of fame points. Completing them may give one time positive bonus relationship pts. It is up to devs to decide if they want to include these in the game and how often they can be. If included, please do not make it too often. Once in a while should be fine.

This could make the game a little more interesting as another source of fame pts.

Updated 4 years ago.
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4 years ago
Jan 8, 2021, 3:40:27 AM
Waper wrote:

Another idea is these people can give out quests/missions to players/AIs to complete for rewards where some of which can be small amount of fame points. Completing them may give one time positive bonus relationship pts. It is up to devs to decide if they want to include these in the game and how often they can be. If included, please do not make it too often. Once in a while should be fine.

This could make the game a little more interesting as another source of fame pts.

Mechanically, that's a pretty great idea, but thematically, it doesn't make much sense for empires to gain fame by obeying random small nations.

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