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Feedback: Economy and Game Pace

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4 years ago
Apr 21, 2021, 2:00:07 PM

Hey everyone!


In the Lucy OpenDev, we still saw many players talking about their impression that they progressed through the eras too quickly, and that their economy was growing too fast. Many players who shared their feedback with us felt that this significantly reduced the impact of decisions made later in the game.


To slow down the progression through the eras and the rapid growth of cities, we have made the following changes:

  • Rebalanced technology costs
  • Rebalanced various District and Infrastructure bonuses, for example:
    • City Centers no longer exploit Money and Science
    • Research Quarters and Market Quarters now synergize with themselves
    • Increased some previous Research and Market synergies
    • Increased science yields of natural modifiers
    • Strengthened early game science infrastructures
  • Introduced new growth system: Food Surplus increases growth with diminishing returns
  • Increased population food consumption
  • Increased population base yields from 4 to 6 to increase their value
  • Rebalanced Influence cost for claiming and attaching territory and for creating cities
  • Implemented ability to detach territories from a city
  • Introduced Unit upkeep
  • Introduced a City Cap; exceeding the cap reduces Influence income
  • Introduced stability penalties for being at negative Money or Influence; penalty grows each turn


We want to hear from you what you think of the pace now: Is your overall progress through the eras and through the technology tree too fast or too slow? Do you spend any periods of time in the game just passing turns? How much do you value the different resources and districts? Are the decisions you make throughout the game as interesting towards the end as they are in the beginning?


Let us know how you feel about the economy and pace of the game now!

Updated 4 years ago.
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4 years ago
Apr 23, 2021, 1:01:03 AM

I really struggled to build up my cities on this build. I've said as much in my first impressions but the changes to district and infrastructure bonuses really pulled a lot of the fun away for someone with a builder/passive playstyle. I think past turn 100 I was passing every other turn waiting for basic infrastructure pieces to come online or mass spending my population away to try and get some sort of engine going. I far more enjoyed the sprawling cities we managed to build in Lucy. 

The additional restrictions to district placements feel like a backwards step, the freedom in Lucy to build around extractors, ports and other distant districts which weren't tied to the core city was an excellent mechanism to balance out for a bad initial placement or to exploit good tiles. It differentiated Humankind from its predecessors, now district construction feels almost Endless Legend like, which could be laborious in a bad way. Talking of unique features now lost, the unit upkeep was not noticeable in my games but I'm not happy it's there. Building units already tanks the economy by eating pops. No further upkeep seemed just such a good clean design decision, making units into investments as opposed to burdens.

The earliest techs are very slow to get, you basically need a science district asap now city centres no longer exploit those tiles. This was very counterintuitive to me. If there was going to be any tile which could exploit all resources it should be city centres. It also really dumbs down the initial city placement to wherever provides the most food.

District stability cost is too high to work around all these new restrictions. So if the goal is to severely hamper the potential for growth the changes are a resounding success. My feedback on that is that's not fun.

The era stars are slow to passively accrue, so in Victor instead of doing what I enjoy and being rewarded for it I was forced to chase whatever cheap stars were closest to completing to keep up with the AI. Which have mostly been combat stars, which is not my playstyle.

I really enjoyed the Lucy construction economy, it felt fresh. I'm worried there may have been some clustering and other cognitive biases applied in the previous feedback. The Victor changes are too far in the other direction in my opinion. I feel like city/construction related era star values could have been adjusted for the same effect without removing a fun gameplay loop. If era progression is too quick, slow down era progression, not the players.

Everything else in these changes kindda works, Influence has been a bottleneck to early game expansion in every game which is good, that said the AI seems to be expanding just fine but that's off-topic for this thread.

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4 years ago
Apr 23, 2021, 1:58:47 AM

About halfway through my first game and this is way closer to what I want in terms of pace. It might start a wee bit on the slow slide and snowball a wee bit more than I'd like, but that might also just be do to circumstance. When combined with some pace-changing options like longer speeds I think it'll be right in my sweet spot. 


I'll report back after playing more, but so far great job of taking the criticisms from Lucy and making solid changes. 

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4 years ago
Apr 23, 2021, 12:23:21 PM

I felt the increase in cost for setting outpost or city was very welcome.

I felt like both I and the AI had to spend more time in our original cities, before spamming the map. Settler spam in Civ is my biggest pet peeve there, and the current balance in Humankind was very enjoyable. By the third era, I had more than enough influence, but that's too be expected. All in all, I'm very happy with the balance.

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4 years ago
Apr 23, 2021, 1:27:48 PM

i just play focusing gold with carthagian and it's way too powerful, i was able to build buy every infrastructures, every districts on the region in a mater of 5-6 turns in a brand new cities, my first 2 games in other hands(without focusing gold) result in a huge struggle to improve my cities even the first one.


The problem in my opinion is the fact that buying infrastructures and district made them pop instantly is broken (same case than civilization game) modders often adresse this issues by replacing "buying" by "invest" instead of instantly building (by magic) an entire cities you lower the production time by half instead, this ways it impose a limit to what moneys can do.


anyways at the current state GOLD > every other yields. (and take carthage -50% on buildings in insanely powerful)


now on food, it has a lot more impact early game but became less and less impactful, reaching the "medieval era", even with an average of 4 famr district per cities, it was pointless to construct more as a lot of infractructures increases the foods production from different sources(specialist, district, tiles with some features).


So in the early game food has a good feel, you need it and you see the use of optimize tile positionning and there is satisfaction to see the numbers grows on the tiles, or puting a farm on a river tiles but passing classical era.. i didn't even check if my cities needed food (spoiler alert: they didn't).


infrastructures vs district?

after some test, i found infrastructures way more powerful than actual district; early game when you don't have a lot of citizen, it's may more efficient to make use of passiv tiles yield than district; you obviously need at least 2-3 farm and maybe 1 production district but overall infrastructures are by far superiors as they provide more yields AND cost less in general(at least the early ones)


district in general:

farm district            : good early then go infrastructures

production district  : i built one at the beginning then realize infrastructures where much "productive" ("insert sarcastic voice here")

market district        : for some reason i didn't really need them i only built them at the end of the game for the fun of buying an entire army in one turn)

science district      : difficult to say about them since i played in one lvl above normal, i wasn't behind so didn't felt the need to build them, i still buy some but since i was already ahead i can't say how effective they are.

culture district(not sur about the name) : same for science.


EDIT:

I forgot to speak about Era stars who inherit the issues of the previous tech pace:

to illustrate when i finished my first game i was a proud industrial germany but.. was still in medival era in term of technology, i precise i was not behind in tech, i was actually N°1 in science

this scenario repeat in every game, whenever i'm ahead or not.

Updated 4 years ago.
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4 years ago
Apr 23, 2021, 4:19:48 PM

I must try more runs, but for what I have seen so far the science pacing is much better. Even when focusing in science in the last third of the run, I only arrived to the middle of the Early Modern Section. 


Fame Pacing and Balance in general seems better, although still admit improvement from here to release. 

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4 years ago
Apr 23, 2021, 5:00:51 PM

Gold is perhaps too powerful. Focus on it enough  and it seems really easy to buy out a huge percentage of your buildings/units. I think being able to acquire stuff in bursts is an interesting upside of gold as a resource, but maybe there’s too much of it out there past the early game 

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4 years ago
Apr 23, 2021, 5:30:48 PM
Anno wrote:

Gold is perhaps too powerful. Focus on it enough  and it seems really easy to buy out a huge percentage of your buildings/units. I think being able to acquire stuff in bursts is an interesting upside of gold as a resource, but maybe there’s too much of it out there past the early game 

I feel a similar way about influence. You can't do as much with it, but once you have some it's very easy to get more. I was able to assimilate independent peoples extremely quickly and with no real regard for the city limit, since the only penalty seemed to be 30 influence per extra city per turn, which I had more than enough of.

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4 years ago
Apr 23, 2021, 9:57:48 PM

Overall the pacing seems alot better than Lucy, however the balance issues exist:

  • Resource stacking is very powerful and completely dwarf everything else. This means large empires become very snowballing. When a single marble give the same production as a factory to all cities and 2 marbles give twice the amount it quickly lead to extreme yields, which make further expansion even easier which give more cities and resources and thus even more snowball potential. Suggestion is to add diminishing returns on resource stacking, first resource could give 100% of the value, second could be 50% and third could be 25%.
  • Infrastructure, some like power line is very good and some like tax office is bad, I dislike basically all infrastructure with flat yields on city center, make them affect districts, explotation or population.
  • Allow unlimited harbours again or make it so that the harbour exploit all sea tiles, right now water feels too weak, Lucy was better in this area.
  • Attached territories look like wasteland, hamlets which is supposedly like villages to be built in those territories are too expensive. I would suggest hamlets to have their own cost progression, separate from other districts but make them only exploit food and industry, not allow other districts to be built next to them and remove the population slots. Right now the main territory is a huge city, attached territories have maybe an harbour and emblematic quarters, no villages exist at all.
  • Stability is too much tied to commons quarter, make each population give like +5 stability so to make district expansion tied to population. I would make common quarter give just like 5 or 10 stability and maybe +2 influence per adjacent district that is not another commons quarter.
  • Market quarter, change the infrastructure tied to it to give adjacency with other market quarters instead of agriulture quarters.
  • More cities are better than larger cities, however getting cities are a bit harder compared to Lucy. Main issues is population growth and district cost very much favor quantity over quality.
Updated 4 years ago.
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4 years ago
Apr 24, 2021, 1:08:35 AM
WheezingBard wrote:
Anno wrote:

Gold is perhaps too powerful. Focus on it enough  and it seems really easy to buy out a huge percentage of your buildings/units. I think being able to acquire stuff in bursts is an interesting upside of gold as a resource, but maybe there’s too much of it out there past the early game 

I feel a similar way about influence. You can't do as much with it, but once you have some it's very easy to get more. I was able to assimilate independent peoples extremely quickly and with no real regard for the city limit, since the only penalty seemed to be 30 influence per extra city per turn, which I had more than enough of.

Coming back to this after winning a game with merchant cultures, I understand all the hype about gold now. I managed to settle in the new world just a few turns before hitting the Industrial era and I popped up a whole city overnight. Being able to do almost everything Influence can do territory-wise with gold thanks to the Inherited Land civic combined with the incredible buyout cost reduction from Phoenicians/Carthaginians makes gold far more valuable in almost every way. Personally, I don't know if I can picture a game where I don't pick Carthaginians right now. I'll have to see if barreling along the tech tree to get things like gunpowder faster than usual is worth sacrificing the buying power of mercantile cultures. I also ran into even fewer stability issues than when I played as aesthetes, which I think is weird considering that stability is half of their thing.

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4 years ago
Apr 24, 2021, 6:29:01 PM

Very much liked the changes to influence costs on outposts and cities but found it really annoying when I couldn't tell what was affecting the numbers. I had it a couple of times early game where I checked how much an outpost would cost and then when I collected the right amount of influence and went to place it down the number had increased. Near the end game I was looking at placing another city and I had to pay over 5000 influence. I think it was because I was at the city cap but I don't know. Having a rundown of how the cost is calculated would be great.


Infrastructure buildings felt confusing to me as I couldn't gauge their effectiveness. The ones which had bonuses based on number on districts or terrain features sounded infinitely more appealing than any flat FIMS bonus. Yet I had no indication on if those specific bonuses were actually good for my city. I could count how many stone fields were around my city center before I built a stonemasons but I've forgotten all about that 8 turns later when I built it. I can see how much of a bonus a district will give me when it is build can we get the same treatment with infrastructure?


By the end of the game I just found myself switching through each district and placing the one with the biggest number as it was too much effort to figure out if an infrastructure was worth it.


Also found that no longer being able to build districts out from harbors or strategic/luxury resources felt restrictive I had large swathes of my territory that I couldn't do anything with.

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4 years ago
Apr 24, 2021, 6:54:12 PM
Crelda wrote:

Very much liked the changes to influence costs on outposts and cities but found it really annoying when I couldn't tell what was affecting the numbers. I had it a couple of times early game where I checked how much an outpost would cost and then when I collected the right amount of influence and went to place it down the number had increased. Near the end game I was looking at placing another city and I had to pay over 5000 influence. I think it was because I was at the city cap but I don't know. Having a rundown of how the cost is calculated would be great.


Infrastructure buildings felt confusing to me as I couldn't gauge their effectiveness. The ones which had bonuses based on number on districts or terrain features sounded infinitely more appealing than any flat FIMS bonus. Yet I had no indication on if those specific bonuses were actually good for my city. I could count how many stone fields were around my city center before I built a stonemasons but I've forgotten all about that 8 turns later when I built it. I can see how much of a bonus a district will give me when it is build can we get the same treatment with infrastructure?


By the end of the game I just found myself switching through each district and placing the one with the biggest number as it was too much effort to figure out if an infrastructure was worth it.


Also found that no longer being able to build districts out from harbors or strategic/luxury resources felt restrictive I had large swathes of my territory that I couldn't do anything with.

Following up on this, I had similar issues. Perhaps a way to filter the map or apply a lens for terrain types? When there's districts on my stone fields and prairies they are very hard to tell apart at a glance so I have to go around mousing over all of the territories.

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4 years ago
Apr 24, 2021, 8:52:14 PM

Just finished my first playthrough. In general, resources etc seem to snowball way out of control due to some perks, such as +X resource per follower, or +X resource per Faith. This also renders a bunch of the improvements completely pointless, when all you really have to do is leverage some of these special conditions to gain hundreds and hundreds of a resource versus a traditional +X resources per Forest tile.


So in general I would like for these super powerful broken perks to be balanced. The OP stuff economy-wise trivializes most of the game and will likely make every playthrough a race to reach them, if you want to play well.


So much potential in the game! Liked the playthrough, it just felt way too easy as a TBS veteran but beginner in Humankind. 

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4 years ago
Apr 24, 2021, 9:16:00 PM

Pacing is still very very quick.


I would slow a lot the game again, especially on era stars collection. As others have already pointed out, without being behind in tech, you can too easily beiong a full era of tech behind your "supposed" era. It feels wrong.


Also, people say gold is too powerful. I don't know about gold, but even other ressources like food can be way too powerful. Agrarians civ can spit pop every turns in nearly each city, and all buildings and most importantly shared project can be bought with pop spending.

It can even become a cheesy strat, to keep one or 2 secondary cities with just 1 territory, which only purpose are breeding citizen you will spend on shared project building in your capital territory. 

When you start snowballing, everything go way too fast.


EDIT: LNQ is spot on. every "+X per followers" or "+X per pop/workers" can go quickly out of control.

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4 years ago
Apr 24, 2021, 10:01:24 PM

The normal districts are mostly fine, atleast they don't seems to cause pacing issues. The emblematic districts need a rework, some like the Mughal one can give huge amount of resources and some like Assyrian one are pretty much worthless. Religion is perhaps the worst offender, the ability to get +1 resource per pop times number of holy site, and those pops don't even need to be in your empire. With 10 holy sites you can get 10 resources per pop, maybe for the whole world which may be more resources than the pops would produce themself. Luxury Resources is also a major offender and can dwarf the yields you get from infrastructure, a single marbel is like having a factory in every city, 2 marbles is two factories in every city, I don't see how that make much sense, it don't feel like resources, just pure buffs, endless legend resources do feel like resources and while powerful they could not be stacked in the way they can in humankind. Overall infrastructure feels weak compared to how it was in endless legend, the factory line at industrial era is just 4 production per worker = 2 marble resources (which apply globally and is accessible in ancient era) and if you play Mughals you can build emblematic districts that is like factories, if you have a 5 territory city you can build 5 emblematic districts and basically add 5 factories to your city. Tech cost seems fine, now it take some investment to be good at tech, and you don't need all tech of past era to enter the next era of techs.

Updated 4 years ago.
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4 years ago
Apr 25, 2021, 8:06:00 AM

I haven't seen a thread on city management UI/Interface feedback so I'll add it here - the "Clear Ruins" district construction action for a (conquered) city gives absolutely no indication of what hex actualy has those ruins. 


Applying this action requires basically pixel (hex) hunting across the city and attached territories until you mouse over the correct one - only then the moused-over hex is shown in a highlighted green color.

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4 years ago
Apr 25, 2021, 9:13:25 AM

I don't really like that you cannot plant multiple cities in era 1. Well, in theory you can, but the influence cost is pretty harsh, which results in cities without your emblematic districts from era 1 later in the game. It's cheaper to attach territories to existing cities than to found new ones, which feels wrong.

I would allow players to have multiple cities right from the start, but counteract that with other things like increased science cost, increased unit upkeep cost or adjusting of the goals for era stars, making it require more X the more cities you have.


I've played through the game 3 times by now: once as builder, once agrarian and once as a merchant.

The merchant was the fastest but had the slowest start. But once you get your money flowing you snowball out of control, earning all era stars in a few turns due to being able to buyout districts, from which you can fund your science. Finished this playthrough in turn 105.

The agrarian playthrough was similar: Once you get mothers milk each turn, you just buyout everything with population. The start is faster than as a merchant but it does not snowball as well due to pop growth limitation (food does not scale linearly like money does). Still, I finished the game turn 115.

The builder playthrough was the slowest. You got your building fame stars, but not really anything else, so you had to wait longer. Gets going pretty fast, but there will come a point where you're out of stuff to build, if you don't want to go to war, which is boring. Finished turn 149 (because I had to wait for an influence star).


Overall my impression is, that emblematic districts are way too powerful compared to anything unlockable in the tech tree. Your infrastructure is nearly useless in comparison and I just build everything in my cities without caring for the effects, because the raw output of districts is super high coupled with emblematic districts buffing them. Everything responsible for city development (food, money, industry) could use another tune down (or in the case of food and money the conversion rate f/m->i should be adjusted, maybe with a debuff on your city if you rush construction).

In general the start has been slowed down, but you still scale exonentially, making the game VERY fast. Concentrating on one aspect (FISM) is the way to go and it would be nice if there was more incentive to mix up your priorities, like meaningful things unlocked in the tech tree or the output from population not being overshadowed by passive effects of districts, 

Updated 4 years ago.
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4 years ago
Apr 25, 2021, 10:07:06 AM

Guys, could you help me to understand the food yield calculation? (apologies there mb another thread better suited for it but I can't find it)


On the following screenshot everything kinda makes sense for the city yields apart from "+11 from Luxury resources". The only luxury resource empire-wide I see adding food is salt (+5), which doesn't match with +11 seing there.


1271140_screenshots_20210425103441_1.jpg

Updated 4 years ago.
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4 years ago
Apr 25, 2021, 11:13:23 AM

The requirements for expansionist Fame is ridiculous, honestly the most difficult star to go for in the game, even expansionist cultures I find have difficulty getting stars, it doesn't help that their ability resets if anything happens while annexing. Honestly if outposts gave half a point for expansion stars and the amount of territories required was reduced I think it'd be much more fun and viable compared to everything else.

That's the most obvious game pace issue I've found, otherwise I like the new slower pace of the game, It feels perfect, getting all the fame you want for your culture at just the right time, although I haven't played long enough to see if it snowballs. Up until the Early Modern era, science and economy progress at a modest enough pace which you can influence through your culture and buildings, which makes it feel very enjoyable as you pull ahead in what you focus on! There is the issue of money getting pretty crazy though, I don't understand why people want more synergies with merchant districts when the current interaction between them and farms is much less snowbally. Seriously complaining about money getting out of hand while also wanting to make money districts even better seems counter-intuitive.

Updated 4 years ago.
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4 years ago
Apr 25, 2021, 12:29:45 PM

Also I think Chopping trees is incredibly pointless at the current stage of development. You only receive 10 industry after multiple turns of cutting down a forest tile. To make matters worse, you can't use this for the one scenario where ten production could make a difference, which is founding outposts. If you could chop down trees while erecting an outpost to save some turns it could at least have a use there as outposts only need 35 industry, but as of right now It's a waste of time and effort.

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