I really enjoyed the Lucy open dev. You nailed the explore and expand part! Overall, I am happy with the state of the game and looking forward to any information on the remaining two eras. As the negative points are probably of more interest, list the issues and ideas I have below. I hope you find them helpful.
Game progress
The overall game progress is too fast. Above all the science progress is way too fast while production cost for unity/districts/buildings is too low. I reached the early modern era in under 100 turns. And I can build every building in 1 to 2 turns.
I did not built any food related districts or buildings but still had no issue with population growth. To the contrary, I always ended up with overpopulation.
Stability is not really a concern. When the commons quarter is researched, stability becomes obsolete.
Interface / map
The game interface is spread throughout the screen. In every corner is some information I have to cover regularly. It would be easier to have these information concentrated in one area of the screen.
The unit (and city) interface covers a lot of the screen which makes strategic unit positing harder. Especially in connection with the fact that the units disappear when zooming out.
When zooming out the map becomes grey in a first step and then unit information disappear. I think the information disappear on a too early zoom stage. For strategic overview they should be available on a lower zoom level.
In the tooltips about “faith”, the word is written in yellow. Yellow text on white background is hard to read.
The era star overview shows the number of stars per civ but not the era the civ is in.
The state boarders are somewhat hard to see, especially when the map is zoomed out. I suggest a “political layer” that shows the colour of the civilization per territory (like the influence/faith map).
Clear ruin: Ruins are not highlighted on the map and therefore not easy to find when using the clear ruin project in a city.
In an event prompt it should be stated how the civics are changed by the possible answers.
Diplomacy
When forcing peace the demands are not displayed clearly. E.g. city names appear several times because city and attached territories are displayed separately but this is not stated.
When forcing peace, it is not clear how the reparation points are calculated.
Trade: How much gold do I get when a luxury, strategic resource is bought by the AI? How are prices calculated?
To gain control of independent cities is too easy. The cost should be higher.
Combat
It would be helpful to be able to rotate the map in combat mode as difference in elevation is not good to see.
Religion
It feels like the players options to influence/push religion is very limited. How about buildings in the city like a temple to brace faith?
Terrritories
I would like to detach territories from cities or to reorganize a territory for a certain amount of influence.
Krenim
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Krenim
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