Very much enjoyed the Lucy OpenDev and I'm psyched for the final product.  But I did want to post some constructive feedback - not a review or debate by any means - so that some things can be addressed.


Performance:  I know that nothing has been optimized, etc. yet, but even having that in mind the performance was completely unacceptable.  My rig is nothing special - it was an OK gaming PC from 5 years ago - but it is within spec to run the game and should be able to run any 4X game.  3.5gig octocore, 16gigs of ram, GTX 950 video card with 2 gigs of ram.  When you first start the game in the lowest detail level and go into the pause menu (basically, the least resource intensive moment of the game) it's using 100% GPU, 100% of the video ram, and 6.5gigs of memory.  Game was playable, but once I got to about turn 75 the framerate was so slow that it felt like work to get through it.


Instructions:  This needs work.  Often, it was not clear what impact your decisions would have - like how much more science you get if you build something or create a policy.  It would be nice to know what your decisions would achieve.  And I assume there will be full documentation about how to play the game when it's released, but it's got to have more than the tutorial tips.  Needed a lot of guesswork to understand all of the mechanics.


AI:  This definitely needs work.  For combat, it works very well.  The AI did a good job correctly identifying where to deploy and how to best take advantage of favorable terrain; almost too good of a job as it seems to make the absolute optimal choices.  However, when it comes to everything else the AI was horrible.  Notable examples:  In the beginning of the game, aggressively claiming territory appears to be the only good strategy.  But the AI just doesn't really do it.  We started with 3 AI neighbors on the continent, but on all playthroughs the 3 AI players basically just stuck to the south and built a small handful of cities, ceding the entire upper half of the continent to me, without much effort on my part.  Also, the AI correctly will escalate foreign relations to up the war desire, but fails to build a credible military to back up hostilities.  I was always able to wage war with impunity as I would typically get into wars facing only a small handful of units.  Third example, the AI seems to love to merge territories for some reason.  I can't see how this is a good strategy.  Maybe I'm missing something, but in all but a tiny number of exceptions it seems to always be a good strategy to claim a territory and quickly make the outpost into a city.  Finally, the AI never seemed to even bother to build a navy or legitimately try to exert influence on free cities (only saw them do it once, and that was before I knew how to influence free cities).


Combat:  I really enjoyed the combat and I like how it is unique with a few mechanics going on.  The one thing that needs fixing is that portions of your own city are tiles like any other tile.  So if your units deploy or move to other tiles, the enemy can just walk right in as if they are moving into an open field and then immediately take advantage of the bonuses from being behind a wall.  Not only is this unrealistic, but it curtails your ability to perform military maneuvers. 


Intelligence and diplomacy:  There does not seem to be any real mechanic for learning anything about your opponent.  They may offer a trade deal, but no way to know what they have to trade.  You have no way of finding out any information about their military, and very limited information about culture, influence, etc.  Also, there isn't enough of a mechanic to make deals or encourage cooperation.


Tech Tree:  I didn't have a problem with the tech, but it just seemed so very basic.  There were no real decisions to make, except for the order in which you research things.  And the order didn't necessarily matter since it took only a couple of turns to research most things, especially once you got the research engine going.  It would be nice if you had to exercise some decisions that mattered and things were more complicated.  It would be even better if you could trade tech.  If you look at something like Endless Space and the tech cloud...


Balance:  I have a big issue with the unbalanced cultures.  To me, it seems like getting big production bonuses is really all you need to care about in the first big chunk of the game.  Therefore, I really don't see any reason to pick any cultures other than Egypt and then Carthage, to start the game.  Both have OP unique districts and units.  I'm not saying that they should be nerfed, but there needs to be an incentive to picking a different culture.  This is probably due to the fact that there is only 1 victory condition - fame - such that the only strategy is really to build up and expand, and then build up more.  If there were more victory conditions or more complex mechanics then other cultures would fare better.



Thanks for reading!