Thank you for your team and effort to let us gamers dream.
I played Endless legend and Endless space 2. When I heard about Humankind my excitement rise up. I played Lucy Dev scenario and figure out Humankind will be my successor of Civ games. Same story as Cities skylines and Sim city. Wish you success.
Now about economy and warfare.
- Buyout function is way too powerfull right now. It is same problem as in other titles. Will it be possible to spend some money to speed up building proces? Same like in Endless space 2 to speed up outpost and creating colony.
- Some upkeep for building, governing and army will be fine. It can be just Lucy scenario, where it is missing.
- Endless space 2 have great idea about ground army and Humankind best concept in my point of wiev is creating army from population and disbanding army bring population back to the city. Population is key for Humankind more than in any other title.
- When siege starts, you can focus to create siege equipment, as well as raiding countryside and killing some city (region) population, or building fortification for your archers, etc.
- Same action can be done before siege, to raid countryside or building fortification.
- Now combining Endless space 2 idea. Army unit can be made, construct as reserve. You just make equipment like swords, armors, tanks, horses, chariots etc. Basically you made just imaginary unit without population consuming and presence in map. They will just wait till instant, or 1 turn recruitment. Same when you disband unit. You get population back and imaginary unit.
- You can put imaginary unit to service and train them to get veterancy level (base on technology, infrastructure). It can consume population, but unit will be still imaginary, or you can create unit and have action for training when they are presented in barracks, training ground etc.
- In diplomacy screen open border will be great for non combat unit like settlers, spy, scouts, runners, saboteur, priests, etc. Permission for army can be part of aliance diplomacy, or cold war scenario, trade etc.
- When you have your infrastructure set up and you go for war, you can easily recruit and ready a lot of units in short time, but you can also create a big problem for your economy. I can imagine to have set up some defensive structures in my teritory and after somebody declare war to me, I can decide where and when I spawn my units and how many I leave in reserve to have better economy.
- Agressive war will be much more difficult when you go for prepared enemy as it should be. It is even prepared for other system like Sabotage and Spy.
Anyway. You are best to create such complicated, yet easy concepts in your games. I hope this will be ok for AI programing and it fits your ideas.
JuraGallus
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JuraGallus
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