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Feedback: Independent People

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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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