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[Feedback] - After one Lucy open Dev scenario

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4 years ago
Dec 26, 2020, 1:02:57 PM

Hi!

I just finished my first Lucy Open Dev scenario.

Outside from the feedback questions at the end of the scenario, here are a few points I noted along the 150 turns of things that, in my view, could do with improvement:


- I did get the tutorial bubble for attaching outposts but didn't want to do it immediately. I then forgot how to do it (and watched a streamer do it to find again). The fact that on the world map the "attach outpost" is visible only when you aren't selecting the city you want to attach outposts to is unintuitive.


- The fact you can't rename an outpost (for example the city I plan to attach it to) makes the attaching a bit problematic. When you have your list of attachable outposts and it's a list of just "outpost" I'd like to be able to have my outposts renamed to be able to identify them when the time to attach comes. If renaming is a problem, the "attach" menu could do with a bit of change. When you are in your list of (nameless) outposts and clic on the outpost to zoom to it to confirm it is the right outpost, you get pulled out of the attach menu.


- Still on the outpost subject (I find the idea awesome, just not practical to manage), it would be nice to be able to see the gains of the outpost when you clic on the button to build one even if you don't have the influence. It would avoid having to pull up the tile yield map and do rough math a few turns before placing the outpost so that the armies can be in the right place on the turn I want to found the outpost.


- My biggest criticism to the game is the war desire mecanics. There are very few (if not any) ways to raise war desire. You have to declare a surprise war if you want to get rid of a pesky neighbor or for example expand on a settled continent. And if you declare a suprise war, there is no way to enforce any demands. I don't understand how peace mecanics work. The only solution I found was to raze cities and outposts and reclaim the immediately as mine to remove them from the war.


- On path finding, I didn't like the fact that even if the AI saw it's planned path was going into a cliff it goes into the cliff before asking for a new path.


- Population management is also a bit problematic in this scenario because of the impossibility to relocate populations (at a stab cost for X turns for example). All my major cities had very few ressources tiles built but had huge production and food generation making all the buildings one to two turns long to build and my population reached (several times) 10+ over the limit without any penalties.


- Last complaints, which are graphical, is when a tile yield reaches over 10, the numbers are shown in two bubbles which are unestheticaland sometimes covers part of the number which can lead to confusion and each time you open your age overview, all the star categories change up


On the positives: The game is magnificent, the videos between the ages always make me smile (I did watch quite a few streamers play it) and I like seeing the update on the architecture of the buildings. The idea of stacking civilisations through time is amazing and works well. I liked the fame mechanic and hope there will be more victory options, the ability to redirect an army mid movement is super enjoyable.


I'll be looking forward to release!

Thanks again for the open Dev!

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