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Feedback: Independent People

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4 years ago
Apr 22, 2021, 11:56:04 AM

Hello everyone!


From the Stadia OpenDev to the Lucy OpenDev, we had made some major changes to the way Independent People work in the game, and received a lot of feedback on the system and its balancing. While we have not implemented major changes to the mechanics of Independent People in the Victor OpenDev, we have made some balance tweaks to them, and the changes to the overall game balance may also affect how they fit into your game experience. So we would like to hear from you about your experience with Independent People in the Victor OpenDev.


Whether you are a returning Lucy player, or a first time OpenDev player, please let us know what you think!

Updated 4 years ago.
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4 years ago
Apr 23, 2021, 6:56:26 PM

As discussed elsewhere, it seems too easy to assimilate them. For me, different tenants focussed on influence or money often result in plenty of either or. And then it feels the ideological differences do not really matter much more. Perhaps some of the IP should resist pure cash or blue jeans for a bit longer.

Updated 4 years ago.
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4 years ago
Apr 23, 2021, 7:01:43 PM
AI seem assimilate them so fast i didn't knew there was independant people xD, i will look closely next game
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4 years ago
Apr 24, 2021, 1:22:02 AM
reich238 wrote:

As discussed elsewhere, it seems too easy to assimilate them. For me, different tenants focussed on influence or money often result in plenty of either or. And then it feels the ideological differences do not really matter much more. Perhaps some of the IP should resist pure cash or blue jeans for a bit longer.

I agree, I was able to easily assimilate them whenever I wanted. Maybe the actual assimilation could take a few turns instead of being instant, and have those turns also be based on your ideological distance? For example, if you're totally opposed to an IP on both axes, it might take you a base of 3 turns plus 5 turns per axis to assimilate, for a total of 13 turns. If someone else assimilates them before you can, you could get a partial refund. This could also encourage selecting the IPs you try to become close to more carefully.

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4 years ago
Apr 24, 2021, 6:54:14 AM

You might want to block assimilating independent districts that you haven't invested in yet.
Just ran into a district that happened to be in decline, that no one invested in and that I could instantly assimilate.

Also, this might be tied to tweaking the general amount of influence points you are able to receive.
I just assimilated four independent districts in a single turn (turn 90) which seems a bit excessive...

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4 years ago
Apr 25, 2021, 10:58:31 AM

Several  points and questions on independent people and their assimilations:


1. After receiving an unattached outpost territory from AI as a result of peace deal (which I haven't even discovered before, another eyebrows-raising moment to fix:))  I decided to liberate them. They declared themselves belonging to my culture "Rebels from the Egyptians" and called outpost name "New Memphis" (I was playing as Egyptians). 

This is super cool - a lot of potential for future revolutions/civil war/colonial independence scenarios etc!


2. My starting influence with them was 50 and I think at some point it started increasing by +3 for shared influence - there is no exact explanation of this in game(please add) but I guess that's because they belong to my culture.  After it I bribed them several times and in a matter of 5-7 turns my influence was almost 90. That's probably great that it works over a period of time rather than instantly however it looks like quite significant influence addition for a relatively small amount of money.


Btw, bug identified: when you switch between several independent nations your patronage level screen isn't refreshing and you see patronage level from the first one,


3. Once the influence has reached 90 I was able to assimilate them instantly - however at the same time it was saying they were "in zenith". Did I miss some part of tutorial because I remember it was saying that you can't assimilate cultures that are in zenith and you have to wait util their decline.  

Btw description says that if they have a city they are in zenith which means they won't fall in decline at all (if not conquered). And what happens if two cultures both reached threshold of 90?

Also, another bug or so - after assimilation their armies completely disappeared.


P.S. After assimilating I liberated them once again and they renamed "New Memphis" into "Memphis" (second on the map)... interesting naming choices =))







Updated 4 years ago.
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4 years ago
Apr 25, 2021, 12:21:01 PM

One of the strange things I came along was that I was patron of IP and they were in decline, but I could not annex them, whereas the AI could. They didn't have any special legacy trait to it, so it cannot be that. Is that a thing that as a patron you cannot, but as a player with absolutely no influence over them you can? The same happened in reverse to me where the AI had patron status over three IP and I only got to know them by some chance to quickly assimilate all as they were in decline. Is this how the game mechanic is supposed to work? 

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4 years ago
Apr 25, 2021, 12:47:43 PM
reich238 wrote:

One of the strange things I came along was that I was patron of IP and they were in decline, but I could not annex them, whereas the AI could. They didn't have any special legacy trait to it, so it cannot be that. Is that a thing that as a patron you cannot, but as a player with absolutely no influence over them you can? The same happened in reverse to me where the AI had patron status over three IP and I only got to know them by some chance to quickly assimilate all as they were in decline. Is this how the game mechanic is supposed to work? 

Hm, there seems to be some issue/bug with assimilating in zenith/decline situations 

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4 years ago
Apr 25, 2021, 1:10:21 PM

Is it weird that I almost completely forgot they existed in both my games so far?

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4 years ago
Apr 25, 2021, 1:27:12 PM

I had a long war with an opponent, and some of their conquered cities rebelled against me, becoming independent. I re-conquered them and now they were no longer considered occupied but rather my own, and the people were no longer dissatisfied at all.


It would make sense for occupied cities that rebel to revert back to their initial owner than becoming independent.

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4 years ago
Apr 25, 2021, 1:55:02 PM

An improvement over the Lucy Opendev, the slower pace of the game leaves a bit more time to interact, trade and fight with independent factions. The snowballing issues do mean that eventually they're just another city to be absorbed in one turn but I found that point happens a little later. Honestly I don't think the option of instantly absorbing them once they start to decline helps this problem out, especially since you don't even need a good relationship to convert them this way. Perhaps scaling the new cities with the current era might be the correct solution, since for the early and most of the mid game independents fulfill their roll well before once again becoming comically easy to absorb.

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4 years ago
Apr 27, 2021, 8:23:14 PM

Clearly improved over last open beta


Please loose the pacifist icon and use the horned helmet instead

Shield shoul be showing the ownership of the city but in this case it shows attitude and a very modern and unfitting one.


Barbarians and wild animals are not pacifist as shown when being poked with sticks :)


As for roaming animals suggest ot use the excellent pawn symbol isntead - again no need and out of place pacifist symbol


If the sore thing here is that agressivity level needs to be shown, then simply smack some arrows on the lower left corner or an olive branch for peacefull

Note: Olive branch is far older iconography, stands for peace not pacifism which is fitting as being generalyl peacefull doesnt mean the subject will not tear the attacker a new one if provoked :)

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4 years ago
Apr 28, 2021, 7:00:16 AM

I noticed like others that assimilation seems too easy. perhaps by putting as a condition cultural domination and/or by putting a cost variable depending on the distance to the borders? I've seen the AI assimilate a city on another continent, on the border of another AI... the kind of thing that drives you crazy if it happens to you.

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4 years ago
Apr 28, 2021, 8:10:16 PM

Ok, so here we are with plenty of new Victor feedback. I'd like to first say that HK is surely shaping up to be a fantastic game, and this OpenDev already shown a great deal of improvement over the Lucy build. I'll focus this report on the issues I found, but this by no way means HK isn't a good or fun game, just that I'm pointing to what can be made better before release. I'll also try to not discuss bugs like the various graphical glitches or the fact that many Early Modern Emblematic Quarters could be built in multiples per territory since by now I assume you're well aware of those. I'll try (key word here is try) to present suggestions to each issue, but of course, my knowledge of civics, technologies and cultures is limited by the scope of the opendevs revealed so far. So, without further ado, lets dive in:

- Independent Peoples


- Issue: While the IPs were in a much better state than in Lucy, they felt they had problems on patronizing. First, if you didn't wanted to wait until your influence passively made you the IP's patron, you had to click on a button to spend money or influence so many times you could develop carpal tunnel syndrome. Second, when you did patronize them, it had almost no effect save for letting you assimilate them. Solution:  Make the player able to spend gold or influence spending on IPs in batches, maybe with a slider or a special command (like using shift+click to "click" 10 times). Also, give more bonuses for being the patron of an IP, like gaining one or two extra luxuries, so you'll be more incentivized to stay as the IP's patron.


- Issue: After you managed to patronize an IP, you would need to spend 200 influence to Assimilate it and gain a new city. This did not scaled with the number of your cities, so it was both too expensive (at the early game) and too cheap (at the mid/late game). Solution:  Make the assimilation cost scale with the number of your cities, preferably mantaining it at the influence cost of a new city minus a fixed % discount - I suggest a 25% discount, to account the added hassle of having to patronize the IP first.


- Issue: Even easier and cheaper to gain new cities was to simply invade them. This is the strongest option of all since it costs no influence at all, requires no additional hassle to patronize, and nets you extra units killed (for militarist stars), so the IPs in Victor just became conquest targets. Solution:  Make all IP cities captured revert back to unattached outposts under your control. This would represent your empire razing the conquered city, and would let you build a city on it (for normal costs) and/or attach it to your other cities as usual. As an added bonus, this would create an emergent route to raze your own cities - liberate then conquer them. This "liberation-conquest" route would elegantly simulate the resistance the citizens' resistance to you razing their hometown.


This is a post in a series of connected posts about the Victor Opendev. You can find the posts discussing other topics below:


Economy: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39499-feedback-economy-and-game-pace?page=3#post-315472

Naval & Air: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39509-feedback-naval-gameplay?page=1#post-315474

Religion: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39525-feedback-religion?page=2#post-315475

Diplomacy: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39502-feedback-diplomacy?page=2#post-315476

Combat & Land Armies: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39501-feedback-combat?page=2#post-315477

Civics: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39508-feedback-civics?page=1#post-315478

Cultures: https://www.games2gether.com/amplitude-studios/humankind/forums/210-victor-opendev/threads/39500-feedback-cultures?page=2#post-315479

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4 years ago
Apr 29, 2021, 5:47:17 AM

Didnt see the optin to hire armies: nor for neutral nor for agressiv independents

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4 years ago
Apr 29, 2021, 6:41:30 AM

It should be available on their actual armies that roam around, iirc you can pay to hire them for 20 turns.

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4 years ago
Apr 29, 2021, 11:41:16 AM

I love the way the IP rise and fall, and the interactions that are realized with them. I agree on the comment mentioning that it rapidly becomes extremely easy to assimilate them. The cost in influence or money could scale with ear maybe.

Another question considering the way they appear. While exploring the map, reaching unknown islands I expected the area to be crowded with IP. I met IP armies (tagged young, i.e. no city) wandering around, but they didn't want to settle. Not sure why, but no IP cities settled in those areas before turn 145.

Updated 4 years ago.
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4 years ago
Apr 29, 2021, 11:46:02 AM

I have two problems with the neutrals right now:

- You get no notifications about status changes, for example when your patronage meter hits 100.

- They all kinda feel the same. Civ 6 has a very elegant way to make its city states special and useful, and even the Endless games had more flavour in their neutrals than Humankind.

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4 years ago
Apr 30, 2021, 5:35:13 PM
The-Cat-o-Nine-Tales wrote:
Whether you are a returning Lucy player, or a first time OpenDev player, please let us know what you think!

Here's the thought process from my experience with independent peoples:

  • Okay, so that independent culture/nation showed up, so I just need to make sure I'm the first one to max relations in order to buy a city before someone else snipes that from me.
  • Let me pay those mercenary units to fly my colors and scare my angry neighbor from declaring war on me, allowing me to drown in building infrastructure 
  • Oh yeah, there's a trade button there to trade resources, okay.
  • Hmm... I probably should buy them now and get that instant city.

So, so far independent cultures have been an okay means of whatever they're supposed to be. If they're supposed to be a feature that lasts long into the mid-late game as an extra meaningful variable for players to interact with, then I'm not sure if the current scope and interactivity of Independent cultures allows for that.


What would I be interested to see from independent, and Liberated, cultures?

  • Make it so that mercenaries spawning from Independent peoples come directly out of that independent culture's city population.

Why? I'd just find it neat if they followed the same rules as players in that aspect. Also, I'm under the impression that mercenary units show up as neutral parties to whoever doesn't own them, except for the player who bought them. If true, that is something I like.

  • Independent cultures having a technological state that is dependent on other players spending money and/or influence 

By that I mean, have the flow of money and influence into the minor culture's treasury have a the consequence of funding the development of the independent culture's economical output and presence in the world. Like, maybe giving them more money makes independant cultures be able to quickly build down food and industrial quarters in order to quickly refill their population to fleet more mercenary units. Maybe giving them more money allows independant cultures to research and field better units, and even catch up to a more advanced player's current era of units. 


And if I'm allowed to suggest a wild thing: Maybe even have it in later eras where the leading player can make a decision whether or not they wanna fund an independant culture to be more of a permanenty nation that acts as base to hire Private Military Contractors to get past all that bloody politics of having to declare war to attack other players. Doing so makes the Minor Culture, or liberated city, act more like a vassal state where they can only be eliminated if the leading player unlocks the annihilate empire civic (or something more fun), but the reward for them continuing to exist is that they provide a reliable location to buy privateers and mercenary units that can attack players while looking like neutral armies.


The point of all this being to give more character to the political dynamic between minor cultures  and player cultures. I mean, it's not like all the little nations in real life got assimilated to the point where only the big influential countries remain. 

 


edit:

Oh, and I'm not sure what exactly is the purpose to liberate a city.


Updated 4 years ago.
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4 years ago
May 2, 2021, 2:30:16 PM

Way to easy to assimilate. The cost is essentially nothing, they are basically a free city. This feature needs a complete redo; not to compare to Civ again but a mechanic where you have actual meaningful interactions would be way better, like with City States. There also needs to be a downside to assimilation other than taking up the extra city slot - either that, or have certain civics or civilizations get bonuses for leaving them alive. 


You could have bonuses given by civs/civics/religions like military strength bonus vs. independent states, or some trade mechanic, or a bonus to cities for having independent states on their borders.


Either that, or make it so the independent states don't take up an entire province but instead live within provinces you own early in the game, as the provinces are easily big enough to accommodate that early on. Then players could make the choice to leave them there as a minority group in their nation and get bonuses/maluses from that, to destroy them (at cost of a grievance or some other negative), or to slowly assimilate them over time. 

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4 years ago
May 2, 2021, 3:20:33 PM

I like this idea a lot. Have each IP, once assimilated/conquered, turn into a special district in that territory -  the IP's "Emblematic Quarter" of sorts. Maybe a EQ design for peaceful IPs and another for Agressive IPs? I think it would be better if there were a dozen or so "special IP EQs" and they varied from game to game, but I feel like it would be to late for that pre-launch.  

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4 years ago
May 2, 2021, 5:28:04 PM

IP's new cities are too easy to capture. It is a clear abuse that must be fixed. When their outpost becames a city they have 0 population and don't have militia, so you can get this city for free just with 1 scout literally. You just need to wait for their army moves too far from city, that's all.

In other aspects they are pretty good in my opinion.

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4 years ago
May 3, 2021, 8:06:37 AM

I want to share an episode that happened to me because it sheds more light on the IP.


I was discovering and settling the New Continent, starting from north. Since I found it empty I fanned out my units, exploring and taking land after i founded my first city there. I had just obtained my third city in the continent when I was notified that my first city was under siege! I quickly jumped there and found that, out of the blue, an Independent (Visigoths) has attacked me. I looked at the situation and they were inferior in number and quality, I could have stormed out of the city and chased them but decided not to take any risk so I accepted the siege and started moving in my dispersed troops. Well, after 2 turn their forces, having grown with new units, assaulted my city and took it in an automatic resolution battle. I was really startled, then it took me a few turns to form an army (not wanting to deplete my young cities) and take the city back. While attacking them I found out they defended, beside militia, with a stack of regular troops and a stack of mercenaries (both the same composition).


Now, I think the episode was quite instructive and also enjoyable. I still wonder where they came from and why I didn't notice them, but it was all quite realistic for the time. Kudos to the dev for pulling such tricks. The only thing I didn't appreciate is to have their assault auto-resolved, I imagine they were far superior but it was a blind event.


Btw, in the meantime I noticed another of my new cities had a strange, yellowish and hollow, horned helm symbol on her, identical to the grey one over my captured city. Could that be a warning of impending attack? Anyway it disappeared after a few turns.

Updated 4 years ago.
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4 years ago
May 3, 2021, 6:10:45 PM

I barely noticed them, having two independent groups in my first run and one in my second.  In the first run, I found them both on an island after nearly circling the globe, and immediately paid tons of money to assimilate them.  On my second run, I found one nearby my starting position and ended up attacking them to conquer the space.  All in all, they felt pretty rare and mostly useless.  They may need some tweaking in terms of strength to discourage larger empires from immediately overrunning them.  I like the idea of independent people, but in the end they were a very minor nuisance/opportunity (depending on where I found them).

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4 years ago
May 4, 2021, 7:46:33 AM

Overall I like how the IP work in the game.


- I only used the assimilation mechanic though and I think it was way too easy.

- I think cultural and religious domination should matter more. If another culture dominates the IP I should get penalties for assimilation and vice versa. Same with religion

- The steps in between 0 and 100 Percent assimilation should be clear: I tried to levy armies of IP (just for fun) and didn't manage to do so. Maybe trade options etc.

- The cultural difference didn't seem to matter at all. This should be much more of a factor.

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4 years ago
May 4, 2021, 11:59:12 AM

I'd like to see more independent people, and their military power should be equal to major factions. They will disappear anyway, either passively or through absorption, so better to make them count. They also serve as great buffer between major factions and give better reason to pick military affinity cultures.

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4 years ago
May 4, 2021, 1:06:46 PM

After I realized you could always assimilate an independent culture by attacking them I never spent influence on constructing cities again. Before the issue is never spending any influence or money and just assimilating them when they start to decline, which should be removed by the way. Now It proved to be far more effective to take over the rather weak independents and use their city. I like that their units tend to be heavy cavalry and archers, but they need to have more units to properly defend themselves. I'd also allow them to retake their city so you aren't safe simply gunning straight for it, and leaving the independent units to wander aimlessly.

Updated 4 years ago.
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4 years ago
May 4, 2021, 1:57:51 PM

A more complete feedback from my end after two playthroughs (one on hard, one on very hard). An avid CIV player, I cannot not benchmark Humankind against it.


Overall

  1. I much prefer independent peoples to CIV's city states and barbarians. Even after CIV VI's latest free content update, Humankind succeeds in making IP feel like an integral gameplay element.
  2. the different personality types are great (passive, aggressive, ...).
  3. I like how IP start out with outposts just like NPCs do.
  4. dumping money or influence into IP in order to get them to your side feels too easy. Cultural traits are mentioned and displayed but not as impactful as assumed at first glance.
  5. greatly enjoyed how IP entanglement played into diplomacy as well.
  6. I like how you can't just buy any which unit you fancy (some are locked to IP defence, which makes sense).
  7. not sure if I'm a fan of the whole "in decline" mechanic. Feels out of place. In board game terms: it's like SmallWorld, but you would not choose a new race after the old one went into decline.

Feedback

  1. much like in CIV, IP are too easily overrun by force. Consider buffing the upgrade time from outpost to city, and from city to walled city.
  2. IP unit spawn rate seems too low, aggravating the above issue.
  3. allied IP should join in on wars with common enemies.
  4. IP should trade with you, which should improve the relationship ticker as well.
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4 years ago
May 4, 2021, 3:37:16 PM

Ok first I need to mention I barely interacted at all with IP, because the free territories really did not stay free for a very long time. I bought an IP city once though, because they were in my extension way. I felt that:

1) There are not enough incentives to strengthen your relations with them: maybe make gaining influence over them slower (maybe make influence over them decrease if you do not interact enough with them?), but with bigger rewards?

2) Being able to assimilate them at any time made them really something I could just ignore. I assume that the zenith mechanic is not working as intended and that they are supposed to be assimilable only when in decline. At least that way they would be more fun and more difficult to just buy and forget.

3) I think they should remain pretty weak to military invasions, but protected by soft power, like if conquering them gave grievances for empires with some quantity of influence over them, has a stability hit over your population if you have the same ideology as the IP, or lose a lot of influence over other IP that had similar ideologies (even make pacific ones agressive?)

I don't know which of these solutions are or are not in the game, but I wanted to share what I though when reading this thread.

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4 years ago
May 5, 2021, 12:31:31 AM
  • I am glad to see that Independent Peoples are building more armies and more districts in their territories, though they could still do more on either end. I am also glad they weren't a flash in the pan and stuck around for a bit!


  • Except for in one instance, throughout my several playthroughs in Victor, even the Hostile IPs rarely bothered me, which is unfortunate, because I feel like the role of the Hostile IPs, especially during the early game, should be to attack isolated armies that they can defeat and ransack unprotected districts and the like. I know this isn't for everyone, so maybe     aggressive IPs should be a slider before starting a new campaign. That said, in one instance when I was on the “unclaimed” continent, I had a few good battles against the Bretons, who were at a nearly comparable tech level with me and were starting to muster their forces in the direction of my new city. It was fun, because what I thought was going just to be three knights roaming the continent and claiming territories turned into me needing to regroup, hire an army from the city I had founded there, and then engaging in a series of battles with them before I took their city. It was definitely what I want to see more of when fighting Independent Peopes.


  • I did end up hiring mercenaries from an IP once, but it was just two units that were behind in the tech tree a bit. They weren't useless, but not too impactful either, and that could be improved on. Perhaps one thing that could be done is allowing us to merge mercenary units if they come from the same IP. As far as them being behind on the tech tree though, that could be improved on with the era pacing slowed down a bit.    


  • I still wish there were more diplomacy options with IP. Having the option to vassalize them after conquering their city could be cool, as well as having all the trade options and the like that you can negotiate with fully fledged empires. I also still want there to be some counterplay options to a rival empire attempting to assimilate an IP that you have an equal level of patronage over (especially if you want to make use of the Mauryan's LT!), such as a three-turn delay on assimilating IPs with other patrons, during which time the other patron can spend influence to assimilate them instead or support their independence, and it could go back and forth as a test of who wants it more. There should also be a limit on the number of times you can praise or bribe an IP per turn, so that you can't pump up your relations with them too high too quickly.


  • I also wish they had more personality than simply being hostile or peaceful. Back in the Lucy OpenDev I remember seeing some suggestions that they could spawn as Warriors, Pastoralists, Merchants, or whatnot with certain cultures only spawning in areas with horses and then favoring sending out as many horsemen as they can, or some favoring the coast and building fleets to ransack and harass you. Just a little something to add some personality to each IP could go a long way.
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4 years ago
May 6, 2021, 9:50:52 PM

IP (Independent Peoples) ares better now

However I think it could be interesting to have them producing their own influence, its weird to see some decent cities being converted so easily. It doesnt have to expand beyogn their borders  but having their own defensive influene would make it not a free convert


Also my opinion from them had +3 every turn but it didnt tell me why, I'm assuming because hey were under my influence


IP were still hard to differentiate, if they could get their own color (or shades at least) it would be easier than clicking on each army to find their city


Itcould be interesting to have more interaction, such as getting a tribute from IP instead of annexing them, as annexing them might get you over city cap and be better to be under your influence more indirectly. Maybe also allowing to prevent them to be annexed by others if I don't want to annex them but keep them as buffer territory

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4 years ago
May 12, 2021, 7:55:41 AM

I like how IP (Independent People) work in Victor overall. At least, Devs got most of core mechanics down. However, there are a couple of things that can be improved further.

1. Give players ability to permanently make IP vassals of their Empires - Sometimes, we do not want them to slowly fade away especially when we liberate them from our own Empire lands. There should also be an option to FREE those IP from vassalisation too, if we wish to see them gone.

2. Make Trade UI with IP more obvious - Transparent UI is good, but I did have a hard time trying to identify where trade menu of IP was.

3. Make IP units that wander around the map to be slightly more in variety - Out of many games, I saw Chariots and Archer group a lot. I did see mercenary group few times (2 Spearmen & 2 Archers group) too, but more frequent variation would be welcome. Also, it would be good if they do upgrade their units over time too to keep up with Era progression.


4. More Varitety of IPs on top of Peaceful & Violent - You got the basics of IP archetypes down. I know some people wish for more variety of IP. I also do too, but these sort of additions could be done later down the line maybe after launch date. But please do consider making them to have more variety and bonus effects like how we have 7 theme of cultures.

5. Razing IP Cities Decision upon Capturing - There are times when players do not wish to keep IP cities in certain location. So please add the option to instantly raze those cities after capture or make it only 1 turn to raze them. I know we can ransack our own cities in game too, but this standard method takes way too long.

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4 years ago
May 19, 2021, 7:37:31 AM
I like the idea of keeping IPs around as vassals. I think such a system worked really well in AoW III and could be adopted quite nicely. Where you hit your cities cap (and the penalty for going successively beyond is increasingly harsh), it could be a good alternative to exercise a different form of control. More generally, I think there need to be more benefits for keeping IP cities around. From what I understood, even at full relationship levels, you don't actually "get" anything. No portion of their money or science output. Sure, you can buy their resources, but you cando that for many major empires too. You can hire mercenaries which could be situationally nice. But something special. Or maybe something unique, like a slightly more powerful version of a unit or a special civic.
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3 years ago
Jan 24, 2022, 11:40:40 AM

What about their cities spawning with 0 population making them free cities to capture? I'm always thinking about taking those free cities or not because it feels like cheating. How about letting these citites spawn with 1 or 2 pop so it is not a free take with just a scout. Make us bring some troops.

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3 years ago
Mar 6, 2022, 8:49:57 PM

It says "In Decline" (they should disappear within 10 rounds) at the hoards of rebels attacking me from neighboring kingdoms but they never disappear.

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