In my first game I started as the Klackons a.k.a. Egypt, then Persians, Franks, Mughals (for the elly-mounted machine gun). I my second game I started as Psilons a.k.a. Zhou, then Maya and Franks (again, because soo useful). Some of the points I noticed are as follows.
Districts: Players need the ability to remove e.g. the fort district. In one instance the AI fortified a horse resource which made it unusable for the rest of the game. Also, spawning units in forts needs to be an option, not the default.
Outposts: They need a confirm button, as it's too easy to build in the wrong place accidentally. This can cause a lot of delay at the start of the game with having to move outposts.
Science: Unlike every other resource, science has a hard era cap. This makes the science specialisation less attractive, because the player may well want to delay advancing eras e.g. to build more special buildings. I wanted to build 6 Confucian Academies which required not only acquiring districts with mountains but also attaching them to cities. So I had to delay advancing, enabling other nations to catch up somewhat on science. Then I leapt ahead again as Maya, making it harder to get my special buildings done before getting all the science stars.
Naval powers: Both my starts were in the middle of continents. It's not really attractive to choose a naval power in such cases.
Diplomacy options confusing: The diplomacy screen needs to specify the result of things like 'white peace' and 'defuse'. Is white peace status quo when it is offered, or status quo ante the war? 'Defuse' would be more obvious if renamed 'abandon your claim' or 'ask them to abandon claim' It's sometimes difficult to release some demands but not others. (Only at a late stage did I realise this could sometimes be done on the map.) The default should be release one claim at a time, with a button option to release all. Example: In game 2, my religion was dominant over Babylon and Goths. Goths captured Babylon-the-city, but I also had a claim on Hattusa. I didn't particularly want Hattusa but I did want Babylon. It was difficult to navigate the diplomacy system to relinquish one claim but not the other. Another point: The Babylon/Hattusa claims kept coming back every 2-3 turns, even after relinquished. Not sure whether this was intentional, but it didn't help international relations!
Crashing: The most serious issue. After about turn 100, the game slowed to a standstill around every 5 turns (3-4 turns as I approached turn 150). This meant that a lot of time was wasted quitting and reopening the game. If the game has issues like this after 100 turns, I dread to think what it will be like in the later eras. This badly needs to be addressed urgently, as it is completely game breaking. (And yes, I do have a practically new Omen with everything fully updated.)
Visuals: Generally great, but it's not always easy to tell which tiles have been built on and which are just being exploited. An toggled overlay might be helpful, without destrpying the aesthetics, which I like.
Text: The English in the text is not that polished, and needs reviewing by a native speaker. I noticed one or two 'faux amis' as well.
Units: The game allocates randomish descriptions to units - 'hunters', 'regiment' etc. I'd prefer the correct unit name, which I can then change if I choose. A privateer called 'regiment' struck me as particularly inappropriate.
Combat: Very good. However, reinforcements have to be clicked on the spawning square to make them enter the battle. Why not just do this automatically as they join? Another mild beef is that any units capable of reinforcing also lose their movement. THere should be a choice to not have them join, keeping their movement.
Strategic: The AI is not the sharpest at moving units around the map, or concentrating when needed. On easy level I expected this but on normal there should be at least a minimal strategic challenge apart from 'run my units individually into enemy lands and see what I can find.' Developers need to take a leaf out of Triumph's AoW III book here.
Overall balance: Needs work, for sure. Having seen Youtube playthroughs, I deliberately didn't choose military cultures or focus solely on gold. Even so, it's possible to overwhelm the AI just by exercising minimal attention to the benefits of the currently selected culture. The AI does not rush 6 Confucian Academies next to mountains and then advance eras. The AI does not spam the Maya special building doubling production in every city, and then advance eras. As for overpowered, what about the Franks? Just as unrest is under control, why not get +1 pop in every settlement forever? It means even without the nondescriptorium, the Franks are able to spam their knights (which are not bad units, by the way) every turn forever, rush build harbours and explore the seas, etc. etc.
Disappearing units: Around turn 100 in Game 1, my naval units started to disappear, and then path all around the planet to advance one square. Possibly the map has an 'edge'?
AI ships 'lost at sea': in the late game, foreign coasts were littered with AI ships 'lost at sea' which however never sank and remained a hazard to shipping.
False claims by AI: In game 2, I discovered a natural wonder, and got the first finder award for it. An AI later claimed they had found it first. They did in fact discover a quite different natural wonder, and I suspect had got them confused.
Technological breakthroughs of 0: In the late game, my cities were spammed with reports of technological breakthroughs via proximity with other civs. However the science value was 0. I probably didn't need to know this.
Map Size: it was pretty big. An option for smaller sizes would be nice.
One I missed: after discovering conquest it's supposed to be possible to capture enemy outposts. But when I tried to do so, the outpost was razed instead.
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