Context: 2nd playthrough, Metropolis difficulty (below Nation, so easy), Agrarian Stacking (Harrapan -> Celts -> Franks -> Haudenosaunee). Franks is aesthete, but carry +50% food bonus (which is the biggest omfg in the whole lot, I think - see screenshot below, Crownlands (Franks) is 180 extra food, while the land of plenty (Haudenosaunee) only gives 40 extra foods).
How does your progress through the eras feel? Is it too fast or too slow?
I'm already at Early Modern Era (before the Industrialised era) at turn 130 or so (just past BCE into AD, so historically weird, but I suppose it's the same with Civ 6 as well). Due to the star system on the progression being exponential, I feel like the earlier 4 eras are too quick, later 3 era feel so slow.
Do you feel your research progress roughly matches your progress through the eras? Does it match what you would expect for a game meant to last about 300 turns?
I don't specialize science at all, about 8 turns per tech. In previous playthrough, I focused on science and it feels like whole tree is very fast. Seems like the culture bonus is quite game breaking (too fast or too slow, nothing in between).
How do you feel about the speed of population growth?
Playing agrarian, this is broken. I got 1 new pop per city every turn and sacrifice them to instant build new things (so stack all into food, then you can get free build every 5 turns - hence no need to build workers district at all).
The logic of the game aside, I enjoy having the option to sacrifice innocent civilians to the dark lord of hell to get free buildings!!!
How do you feel about the value and the growth of the different resources (Including Influence)
Gold and influence are slow unless you have a vassal or get open-minded (+100 to +200, but 1 vassal broke it with +300 gold per turn bonus). Bear in mind, I'm not focusing on those two, so being slow never bother me.
Edit: After checking details, my influence is getting hurt by being 6 cities out of 3 (due to conquests), so should be 270 per turn without the penalties.
Are religions still to powerful, or are the bonuses at a more appropriate level now?
Religions are weak, but unlike civics, no penalty in getting them. I never prioritize faith, but when my population growth is only capped by stability (since # of districts for farming is still -10 stability), getting truckload of followers is just side effect of breeding like rabbit.
How does the neolithic era feel now? Can you still grow your population too quickly?
6 pops before first settlement, disband them all into the towns after a while, I think Neolithic is fine and actually the most active part of the game in the 2nd playthrough.
workswithdragons wrote: I can't even use it to get rid of my extra population who will die in two turns anyways :(
I don't know if to laugh or cry at the idea of working people to death because "they are going to die anyway" jajajaja
Joking aside, I do exactly the same thing. I still think that buyout with population is way too "sanitized". It shouldn't require so many pops, but it should have a big stability penalty, especially if you do it over and over.
haha yeah I'm definitely going to need to give my avatar the "Cruel" archetype
And that's a great idea about using less pop, but giving a stability penalty! I also think the ability to sacrifice pop might be better as a civic instead of being a tech, then the decision to learn that ability could play into ideological proximity for diplomacy :)
Just to point out, a fair number of players including myself did suggest making penalty for this mechanic with negative stability based on Victor build.
Instead, Devs have gone with increasing the number of pops needed for rush build. While it does indeed stop players from willy nilly killing their pops, but I also think this is overdone or way too much too, IMHO.
to me, it has a similar problem as the civics/ideologies in the sense that it doesn't feel like it contributes enough to the "flavour" of the story we're creating for our cultures and it is also a system that is not very easy to understand.
It's not bad, by any means, but right now it feels like it just adds bonuses to the holy site and that's it (I know it does more than that but it feels less important).
It also feels like it is lacking some levers to actually control it (or more information about what those levers are). In Victor open Dev and here, it felt mostly like it was on autopilot and ended up being one of the dominant religion of the game ...
The tenets and civics that concerns religions are not super clear as well, to the point where it's hard to decide if they are worth it or not. I think we're missing some clearer information and maybe some data like how many followers we have in our empire and in other empires, etc. terms like "coreligionist" (or something like that) could also be replaced by something easier to understand.
This lack of clarity could also make faith related buildings and civilization slightly less interesting?
The tenets in themselves are interesting from a strategic perspective but I feel like they don't really tell a story of the kind of religion we're creating and they end up being the "food" tenet or the "industry" or "science" tenets.
I don't usually like to compare Humankind and Civilization 6 but the terminology used in civ6 is pretty good at creating a story. Titles like "Choral Music", "Feed the poor", or "Warrior Monks", immediately help you visualize the religion you're creating.
The last thing that could be a nice to have could be to have the choice between various models of holy sites... but I understand that creating more assets is not necessarily a priority at this point.
The pacing was weird. The eras are going way too fast compared to science.
I felt like science was at the right pacing and that it's the eras that are in the wrong.
Influence is way too important in the first era and become quickly useless.
Production and Food are at the good place. Especially food. It was really bad in the last open devs, but now it always felt rewarding to gain more food.
Science is at a good pace but it can't compete with the speed of the eras.
Money is at a weird place in my opinion.I always have enough money to buy all luxury resources from all the players and upgrade my units without building a single money district but buyouts feel completely out of reach even when I focus everything on gaining more money. I think buyout prices are so high that it makes focusing on money (and by extension all the money focused cultures) a no go.
Religion is very bad. I would completely remake the feature or remove it. It's not really clear how it works and the impact of +1 faith is not apparent. Also the reward for having high religion is... more other resources... so why do I not simply focus on gaining those resources directly instead of taking the long road? Also the random grievance every turn are really annoying.
I'm only on my first round of testing, but the pacing seems off for me as well. I'm currently playing normal difficulty (;I'm a strategy game veteran I'de say, but I wanted to just stop and read every tutorial and have a no pressure game).
-Normal difficulty
-I've focused science all game, never focusing on gaining Era Stars
-I'm in the Medieval Era as the Franks, and I already have enough Stars to upgrade to an Early Modern empire.
-On the tech tree I am 3 techs (30 turns) away from earning the Franks special heavy cavalry unit.
How does your progress through the eras feel? Is it too fast or too slow? Very, very fast. On turn 134 I have ended the game through getting to Contemporary. It sucks less than in previous opendevs because I actually feel like I could build my unique districts this time around but my unique units are a tale for the next question.
Do you feel your research progress roughly matches your progress through the eras? Does it match what you would expect for a game meant to last about 300 turns? Absolutely it does not. Contemporary in T134 while I am starting first tech in Early Modern with 4 techs in Medieval researched. I've been conquering enemies with Carthaginian War Elephants, Archers and Swordsmen.
How do you feel about the speed of population growth? It's alright, I think. I didn't go for super-food build but I started with Harappans and it made for a good experience, actually I felt like I lacked food still. It's funny how your production can get pretty crazy so you build districts in 2 turns but it never seems to be enough.
How do you feel about the value and the growth of the different resources (Including Influence) Gold is hard to come by until it isn't - although I've been blessed by picking Carthage. Influence was superbly important in the early game and then I just stockpiled it for city mergers. It seems like production is very powerful but you never have enough. Food sometimes is hard to come by and population is rarely enough - you can whip from time to time but I never really found myself "overflowing" with population. Science it seems is absurdly hard to come by.
Are religions still too powerful, or are the bonuses at a more appropriate level now? Religions seem very good now, maybe even too weak to some degree? Influence is king when it comes to religion I think - its pretty much the only source of early influence.
How does the neolithic era feel now? Can you still grow your population too quickly? I am not sure what "too quickly" is. Before I get to more than 4 units in a stack I'm already out of the era.
How does your progress through the eras feel? Is it too fast or too slow?
I only reached the Industrial era at turn 190, which felt a tad bit slow but I also take responsibility for hanging back a few turns each time to grab a star I was close to getting. Generally, I felt like I had enough time in each era to get good use of my unique units and to build all my unique districts, without feeling like I was trapped. I plan to play again (and again and again lol) to see if I can get to the Industrial with enough time to play around with planes.
Do you feel your research progress roughly matches your progress through the eras? Does it match what you would expect for a game meant to last about 300 turns?
I think the research progress still felt a bit slow. I was still working on techs one or two eras before the one I was in. I didn't choose any tech cultures or build any research districts, but I had built what science infrastructure I had, had focused my tech on getting said tech infrastructure, and had an agrarian-based playstyle that let me fill all my scientist slots quite quickly. I don't expect to be great at science when I don't focus on it, but it felt weird to be so greatly behind in tech compared to my era.
I played again on Metropolis and didn't even reach the Industrial era by turn 200, though one AI did and I realize this is probably just because I'm bad at the game and not playing to my usual style lol. Plus, I liked the speed of era progression, so I'm not sure this is a complaint with the game so much as it is a hope for a setting to give us more than 300 turns to play.
But I still had trouble with the tech progress matching the era progress. Even though I went with the Umayyads in the medieval era and, I thought, had a decent amount of territory to use their trait and district well, I was still working on medieval tech when the game ended.
A few radical ideas for pace and snowballing issues (probably for someone who can mod the game after release):
Set each era at fixed turns. e.g. if 300 turns need to cover 6 eras, then every 45 turns (allowing around 10 for nomadic), all players will get to chose the next era culture at the same time.
Players with the highest fame get to pick first (or last - similar to NBA draft, depending on whether the goal is to balance the fight or let it snowball). That way players are not stuck with 7 era stars etc, they just aim to get as many era stars (and thus fame score) as possible within 45 turns to get the first pick on the next era's culture.
Science from the past era is now discounted by 50%. That allows losing players to catch up in tech.
This will fix the pacing issue (and if we use the NBA draft option, balance the snowballing issues). Every era can be enjoyed to the fullest to the same extent.
Now since there are only 2 months to release, of course the above won't happen. What they'll do is tinker with a few era stars requirement to make the first 3 eras after nomadic slower than last 3 eras faster. The most obvious broken option is the expansionist star (it is easy to expand when the map is empty, impossible after the 4th era unless every map has an island somewhere that can't be reached without shipping tech).
Finished my second game, on Civilization difficulty. I focused on science early on, but transitioned into a war focused game after I won a defensive war.
How does your progress through the eras feel? Is it too fast or too slow?
The Ancient era feels about right, but past that I never really feel like I have time to build the infrastructure of my current era before I unlock the next. I mostly just end up getting incidential stars that are not even the focus of my culture, and before I know it I am prompted to promote. I tend to stick around to finish a star or two for fame, and my gut tells me that an era would feel more "complete" if progression was at 8 stars instead of 7.
The Medieval era and onwards finish far to quickly. This is likely due to the snowball really getting going at that point in the game, thus making my civilization increadibly strong in two areas which lets me finish fast.
Do you feel your research progress roughly matches your progress through the eras? Does it match what you would expect for a game meant to last about 300 turns
The research tree in general encourages belining key techs. I find for example that irrigation is a must have to get a decent pop growth. This leads to a "lunge" up the tech tree meaning I don't really feel like I hit most of the interesting techs from each era.
Of note, the early techs are a bit too expensive in my opinion. You are pretty much forced to run a scientist with your early population to get them done, unless your Culture gives you some bonus there. This may lead to an interesting decision on how to prioritize, but at the difficulties I play at it feels mandatory to stand a chance against the AI.
Assuming I had another 100 turns, I could definitively have finished the tech tree in my last run, at least the techs available in the beta
How do you feel about the speed of population growth?
Pop growth is at a good place now. Once you get a farming infratstucture in place it grows at a manageble, but not insane pace. The hardcap on one pop a turn is a bit annoying when it comes to pop-building strategies, but I suppose it helps keep that strategy balanced.
How do you feel about the value and the growth of the different resources (Including Influence)
Production is a bit off, and everything feels a turn or two too expensive for my liking, exclusing the very early game. Science needs to be more accesible early game - perhaps city centers should exploit it? Food explodes with the two "+2 from rivers" infrastructures, making it a nonissue at that point. Gold feels like it needs natural yields to exploit somewhere, but I can see that feeling a bit unimersive. Influence is at a level where I must spend it wisely until the mid game, where it becomes far to plentiful. The only real influence sink after the medieval era is absorbing cities, and that is far too expensive again.
Are religions still to powerful, or are the bonuses at a more appropriate level now?
Religion changed from being my entire economy in Victor, to a minor stability boost in this version. The strength bonus tenet was a nice bonus at the end, but I didn't really need it.
Religion still feels pretty passive, and the faith districts of some cultures seem uneeded. Being the first to a religion more or less means you win your continent unless someone goes in really hard to fight you for it, which the AI does not seem to do.
How does the neolithic era feel now? Can you still grow your population too quickly?
I like the current neolithic era. My priorities is getting at least the growth and the hunter star to get me a head start into the ancient era. something I usually achieve in 7-10 turns. I find that getting a mammoth is a nice bonus, since it equates to about +1 outpost, but is not something I would delay more than a turn for.
Pop growth comes at a decent pace, but I usually ascend with 7 or so people. Sanctuaries are a guaranteed pop, and only take a turn to destroy even with a single nomad unit. Also, the event that spawns a free unit is very common and helps me finish the era faster.
Era progression still seems to be to fast for me. It almost feels like playing a civ game on quick setting, which tended to negatively impact balance in those games too. The era stars are easy to acquire, and let you jump quickly through the first couple eras. I have also found that the rate of technological development is still disconnected from that progression, as I found myself in the contemporary era (on the very last turn!) and am fairly sure I was still working through medieval era techs. However, so long as your era is not related to your technology, I do not think much can be done about this. It will always be disconnected and your eta will have little to do with your technology.
Population growth I had no trouble with. I quickly found putting all cities into growth settings was ideal, as it would more quickly fill out everything else anyways before long. With the exception of the early game, when I did not want to hinder research and production for more than a turn or two yet. The pace was much faster in the early game which would cause that to be a problem. As it was, I created very few military units as I generally was always busy trying to build improvements or wonders instead and did not want to delay those. I eventually discovered that outposts could create military separate from cities (though do not remember this being a thing earlier in the same game... perhaps a technology unlocked it and I did not notice?) which helped solve part of my lacking military strength, but I feel like training military is usually something a city does separately from building it's infrastructure, and typically at the same time. Since every military unit costs population, which makes sense, there is enough negative impact from building an army without it also blocking the production of infrastructure. Being able to deal with both needs together seems like it would make more sense.
Influence was a much needed resource in the early game, and rapidly exploded in availability in the late game with few things I needed it for, even with the added things to spend it on. I used some of it on units from outposts, but did not need THAT many units. However, I think this may be an inevitability unless you somehow add a sink for 19k influence for a wide empire that doesn't also hurt players and ai that did not manage to expand as far. I had significantly more cities than any of the other cultures at the time, and thus produced far more influence than I needed. GOLD meanwhile I needed all of the time. I was constantly spending it on rushing buildings along with sacrificing some population as it was the only way for me to keep up on the needed infrastructure construction across my cities, while unlocking more infrastructure options with each technology.
I did not get to experience how powerful religion was in the previous incarnation, due to a civic I took at the time and promptly lost access to all religious perks... but as I progressed through this game I got to make much greater use of religious perks. But when you control as much territory as I expanded to, it seems to be easy to break. The religious pressure I exerted allowed me to influence almost every territory and resulted in the boosts when I picked tenants being very substantial. It is part of the reason I gained such a large amount of influence. If I had put it into gold, I'd have been filthy rich, I debated it but influence was still, ultimately, the more important resource since I dabbled in war this time, and influence pressure on enemy territory caused war exhaustion. That said, I also made it all the way to the last age with multiple agrarian stars and did not actually unlock more than 2 tiers of religious perks, so the third tier feels like it may be insurmountably far.
The neolithic era was slower this time, though I managed to expand the population fairly quickly still. However, I actually progressed to the next era with research curiosities I located, rather than population like last time. Since I did that, it actually made sense to me to grab a research centric culture for the next era. It also made me consider whether or not the method you use to progress to the next era should perhaps impact your next culture, or provide some small bonus to shape your culture based on how you have played, so that your actions in each era are reflected in how your culture and history develops.
I'm still only around turn 95 on my first attempt but wanted to note what I've seen so far that stands out:
How does your progress through the eras feel? Is it too fast or too slow? It seems on par for Eras (playing Nation difficulty). Ancient Era seemed to linger a bit, but I moved more quickly through Classical. Given I'm on Medieval during late 80/early 90's turns seems about right to me...but there is certainly a gap with how far along my cities, armies, districts, religion, and technology are.
Do you feel your research progress roughly matches your progress through the eras? Does it match what you would expect for a game meant to last about 300 turns? Tech is ridiculously far behind...way more in my opinion than Victor was. I am not using a science culture (Zhou,Carthaginians, and now Franks), but I have 4 Classical techs unlocked and am in the early part of the Medieval Era. At this pace, I can't even unlock any Medieval tech for another 23 turns. In fact, I just finally unlocked my Zhou Ancient Era culture specific unit a handful of turns ago...while I was just about to advance to the Medieval Era...and still haven't unlocked my Classical Era culture specific Elephants. As an overall example...if I were to unlock all the remaining Classical techs...at the current amount of science points it would take me another 88 turns...which means I'd be almost done with the 200 turns and just started Medieval techs. That doesn't bode well for late game Eras when I've already struggled to keep up on other things.
How do you feel about the speed of population growth? It feels a little slow to me, but I understand that was part of the point. The issue I'm having is the lower population is making it harder to develop cities, which in turn slows everything else down.
How do you feel about the value and the growth of the different resources (Including Influence) I'm going to pick a bone here on the changes to influence use. While I will admit that now understanding how big a deal Influence is in early game...maybe a 2nd run would change how I do things, but for this first pass...I have not been able to properly expand, attach outposts, and buy civics. There's way too little Influence to go around. This did create a little bit of an ability to use gold to buyout buildings/units...but it seems to be too expensive given the essential need to ensure you have high influence production, so the result has been slow growth. It does feel the pace has picked up a little bit, but I have only unlocked 6 Civics on turn 95 (with the next costing 264 Influence), have 4 cities (one was an independent nation overthrown...one was 'given' to me by an AI through a demand) 6 attached Administrative Centers, one wonder built, 2 holy sites, and 5 military units. Again - maybe it will pick up here now...but it will have to in order for me to have any hope of keeping up. Note: I did unlock the Inherited Land Civic so I can use gold instead of Influence for attaching outposts and building cities. I surely hope this will help.
Are religions still to powerful, or are the bonuses at a more appropriate level now? I haven't paid a lot of attention to religion. It certainly seems a little tamer and I think that's ok. As noted above, I feel like progressing in 'faith' is taking a lot longer (hence only 1 Tenet and 2 holy sites so far).
How does the neolithic era feel now? Can you still grow your population too quickly? I didn't really try to test this much. I decided to advance with 4 units and only one outpost.
Other notes: I do like how trade and some of the diplomacy has worked. Carthaginians ability to encourage trade seemed to work well. I also have managed to form one alliance pretty early on and have managed to avoid going to war (although I have had to knock back a few Egyptians/Mayans for trespassing regularly). One final note - while I've struggled to advance/build at the rate I'd like, I've gone from last in Fame to 2nd...and am one of four Cultures to hit the Medieval Era so far (with another two very close). In that regard, it would seem the AI Era/Fame progression is good (well aside from Black...who is WAY ahead). Players ranked 2-6 are within 500 fame of one another at this point...while Black is twice what I have (4000 to 2000) and the player in last place is half of my total. It will be interesting to see how these move along over the next 95 turns.
How does your progress through the eras feel? Is it too fast or too slow?
Too fast, finished the game by reaching last era in turn 147
Do you feel your research progress roughly matches your progress through the eras? Does it match what you would expect for a game meant to last about 300 turns?
With moderate investment into it Research seems fine in relation to everything except era progress.
How do you feel about the speed of population growth?
Good, focusing on food has a big impact.
How do you feel about the value and the growth of the different resources (Including Influence)
Gold seems worthless to me, influence was very scarce early game then after most civics were picked and territories claimed it became abundant.
Also doesnt help that I could get about 20k Gold from a single won war due to reparation demands for trespassing that scale way too hard with progress in the game (and the fact I could enforce 7 of them in a single war)
Are religions still to powerful, or are the bonuses at a more appropriate level now?
Didnt pay much attention to religion, didnt feel its influence very much
How does the neolithic era feel now? Can you still grow your population too quickly?
Took me 6 turns to grow my tribe to 6 pops, dunno if that counts as too quickly since nothing interesting happens in that era.
I think the slowdown of science progress was a bit too harsh, solution incoming. My game experience has been me not picking science cultures but rushing science infrastructure in classical and focusing it until the end of the game. Despite my targeted effort progress was poor and this threw off game pacing. This is more than just a tweaking numbers problem though, so I would recommend creating a new science 'resource sink', so a player with excess science can spend it that way, like in dungeon of the endless science can reduce cooldowns as well as tech.
For example spend science to increase experience on units or rate of exp gain, spending it on wonders and infrastructures (as long as they don't increases science income, perhaps the secrets of paper making, silk production or tea) or to encourage state religion/ other celebration like mechanic.
With additions like these you would be able to increase the rate of technology without worrying about game pace because the players and the AI would be able to control it and prevent a wasted science experience.
In terms of influence gain, the +1 influence per pop in cities is really important to reduce the impact of one culture getting a natural wonder but this combined with influence gain on culture/religion control(this is both religion and civics) meant I was getting way too much even when my religion wasn't spreading to other player region. I think this might be a numbers tweaking problem but I feel it is necessary to boost the numbers of the influence infrastructure even going as far as to double the cost of the infrastructure and quadruple the bonus so expanding empires do not have a monopoly on influence.
This brings me to the last point, small weak players cannot catch up with the game pace. In order to advance to the next era and have a fighting chance they need 7 era stars but I don't think that's reasonable right now tech is especially slow when you have less cities so is pop growth, money, influence. I'm not sure where you go with this.
Edit - Maybe the rest of the economy/gameplay is too fast? Looking at what I'm doing 5 turns per current tech isn't bad? 28 techs in 127 turns means a 4-5 turn average. Do my numbers seem right?
How does your progress through the eras feel? Is it too fast or too slow?
-> I think it is still a bit too fast. It took me about 140 turns to finish the game (on Civilization and Humankind difficulty). Maybe the era star thresholds should be a bit larger (on higher difficulties).
Do you feel your research progress roughly matches your progress through the eras? Does it match what you would expect for a game meant to last about 300 turns?
-> I felt like in the early game my research progress was lacking behind while in the late game I was ahead in research. Maybe that is just my play style (focusing on production and food early, then science in the early modern era).
How do you feel about the speed of population growth?
-> I like the changes and I think now it is right were it should be.
How do you feel about the value and the growth of the different resources (Including Influence)
-> Regarding influence, the early game seems fine. But influence stacks up in the late game. There is not much to spend it on since everything is so cheap and wonders are all taken by the AI quite early. Maybe influence cost needs to scale with eras or we need more wonders to chose from. Maybe having more civics choices also fixes this, or changing civics a bit to make it more viable to revert those in later eras so that I am encouraged to spend my influence on those.
Are religions still to powerful, or are the bonuses at a more appropriate level now?
-> They make more sense now. But I would probably like to build more holy sights. I like how it progresses more into the later stages of the game now. But I think early on I would like to build more of them. Maybe let the early tenets give +2, or start with +2 after founding it.
How does the neolithic era feel now? Can you still grow your population too quickly?
-> It is still possible to snow-ball. But I think that is fine.
Further, as I have said in another thread, commons quarters seem weak since their influence bonus is so small and influence is now scarce at the time when you build commons quarters. So maybe giving them a small adjacency bonus to other districts makes them more fun.
After playing a couple of rounds I feel like I can give some useful feedback. it has to be said that I am not a min/maxer, have an overall diplomatic/pacifist playstyle and like to roleplay a tiny bit on my culture choices. I played the game on Metropolis and Empire difficulty becasue I expect those to be considered the "normal" state of the game.
How does your progress through the eras feel? Is it too fast or too slow? Personally, the pace of Era star gain felt reasonable for standard speed, although the max turns on this beta felt a bit too short to get a full taste of the later eras.
Do you feel your research progress roughly matches your progress through the eras? Does it match what you would expect for a game meant to last about 300 turns? The first 2-3 eras, research pacing feels fairly good. After that it does not because neather me or the AI on my difficulty manage to keep up with era progression. This is probably my biggest issue with the entire game, because emblematic units start to be locked behind alot of technologies, resulting in battles to be always fought out with the same, mostly medieval, units. I bet there are some more cheesy culture combinations that boost science significantly, but for non science civilizations to research heavy infantry knights halfway through the industrial era feels both unbalanced and immersion breaking.
How do you feel about the speed of population growth? I payed less attention to it in the later eras but it never posed problems and was fun to play around in the early-mid game.
How do you feel about the value and the growth of the different resources (Including Influence) Stability: Impactful, never felt unfair (Im mostly playing cultures that stabalize alot via quarters tho). Maybe a bit too opressive and limiting... Early on I often felt that my options to stabalize are pretty limited to spamming processions and/or an unreasonable amount of Garrisons. Maybe offer more ways to upgrade/invest into a small amount of Garrisons. Gold: Maybe a bit too slow without playing around harbours. Due to their affinity, switching from a builder culture to a non builder one felt really punishing. Science: Apart from late technologies costing too much, I feel like science district have a high opportunity cost due to Stability. Furthermore the Joseons Trait feels really powerful and maybe a bit unfair when one happens to have a good city spot. Influence...: I really like the fantasy of asthete cultures and thing the removal of civic points was a great change. In the early game it results in interesting decisions between unlocking a civic, exploiting a resource, building/attaching an outpost or constructing a city. Then, as soon as this infrastructure is there and the map is conquered by civilization its active useage vanishes. I even stopped a game once because I picked Edo japanese, due to them being cool and me living in perfect terrain for the Tera... only to notice that all of that sweet influence is worth almost nothing and I essentially had a useless era. I never had not enough Influence to claim a wonder, higher prices would seem excessive tho. There need to be other ways to actively spend or convert it into other resources.
Are religions still to powerful, or are the bonuses at a more appropriate level now? Religion feels like it can easely be left on autopilot and even when one focuses on it there are few ways to actively interact with it apart from min/maxing faith output. The buffs seem pretty well balanced, the whole system just feels a little bit underwhealming.
How does the neolithic era feel now? Can you still grow your population too quickly? The era length feels perfect in my experience. However, regarding population growth, the event that gives you another population can be very strong when triggered early, and since animals dont count for militarist stars in later eras there is no reason to not ransack all sanctuaries I find given that their food output is so high.
Although there are still a few issues I really enjoyed my time with humankind and look forward to its release, even if not all of them are fixed before it.
How does your progress through the eras feel? Is it too fast or too slow?
I have gone through two games in nation difficulty already, in neither did I focus on era score, I don't care about winning, I like to play for the fun of it so I figured that I'd let my progress mold to my playstyle.
In my first game I reached the industrial era at about turn 180, the first eras were a bit rushed but acceptable, the later ones felt just right to me even though I didn't reach contemporary.
In the second one I tried to focus on research and by the end of the game I was in the Early Modern Era with just one star, however as I said I didn't make any explicit effort to get to the next era.
So all in all, if you focus on era progress I think the current balance is about fine for a 300 turns game
Do you feel your research progress roughly matches your progress through the eras? Does it match what you would expect for a game meant to last about 300 turns?
Not a chance, first game through I wasn't even done with medieval technology even though I was already in the industrial Era, however I only had one or two research districts and hadn't picked any research focused culture up until the French on industrial, that last 20 turns with the French however I activated the special ability on all my cities and was taking me 1 or 2 turns to investigate almost any tech, all in vain though since I didn't have any production to build what I unlocked (Since it was being turned into science) or any time to enjoy it.
Given how my first game went I decided to focus on science on the second one because I wanted to experience the late tech game, this didn't go as well as I had planned, I picked every science culture and built as many unique districts and a couple of research district as I could without neglecting my cities, I also had to defend my cities from the hunic hordes (Which yeeted my pikemen and crossbowmen out of existance while sustaining minimal losses). However this wasn't enough to go side by side with my era progress, at the beginning I think it was fine, I reached classical with just one tech left from the ancient era, but then it just spiraled out of control and I ended the game researching early EM Era techs, I think I got my first gunpowder unit at turn 198.
So yeah, I really feel like this need to be either faster or the era progress slower, I liked more the pacing of the tech progress than that of the Era progress (I must say that I prefer slow playing games though)
How do you feel about the speed of population growth?
This confuses me a bit, at one point in the late game I used almost all of the population in my capital to catch up on infrastructures (Which I will talk about later) and stability, up to the point where there was only one pop left in my capital, and although the food output of the city was over 200 it would take 2 turns to produce another pop, that seemed odd to me, because I'm confident that in the early game the amount of food you need for a pop must surely be under 200, right? (I haven't checked yet) But perhaps it's part of the mechanic that I didn't understand.
Besides that I think I like the way cities grow, I usually spent my pops on infrastructure because it was way more affordable than money and I had decent growth in my cities so in a couple of turns population would be back up at a point were people would start dying from starvation.
So in my opinion the growth is about right, also someone else here mentioned something about increasing the threshold were pops neither grow nor starve and I think that would be great, something else I would like to see is people migrating to more prosperous cities instead of dying, I can't really say why, but I think it would make sense.
How do you feel about the value and the growth of the different resources (Including Influence)
I will break this into the different yields:
Gold: Only once did I run out of gold because I accidentally acceded to pay for having attacked another empire's unit that was within my territory. Besides that moneymaking from the medieval era onwards was quite easy, and I don't think I made any commercial (Or whatever they are called) districts, if I did construct any it was 2 tops, however I did build many ports, and the amount I made was... reasonable? It was enough to buy an infrastructures every 10 turns or so which seems ok to me. What I would like to see change regarding the use of gold is the price of buying units, both of the games I played units where outrageously expensive.
Food (No green for coloring?): Most of my districts were food ones, but I don't think it was to compensate for low yields, I think the amount of food is about right.
Industry: I don't know if it was just me, but I never seemed to have enough production. I might be in the late medieval techs having built several, if not every, industrial infrastructure but I couldn't keep up with the other infrastructures, they all (even the ones I hadn't done from the ancient and classical era) took between 2 and 6 turns at best, and I know it doesn't seem as much, but when you have 10 infrastructures, now research districts, no ports, average stability and a war with the huns it really is hard to get in those really juicy infrastructures.
Science: I will say this is bad if I have to go according to what I said before
Faith: I can't say much about this, all I did regarding faith on both of my playthroughs was build the holy sites (For that sweet sweet stability) and choose tenets as they became available, seemed alright.
Influence: I liked the pacing on the early game, having to prioritize my choices like an end of month budget, later on in the game I built a great reserve of it, but if you look to settle the new world (As I did on my second go at the game) it isn't as much as it seems, however if you stay on the old world the amount of influence you get to accumulate is indeed quite useless.
Are religions still to powerful, or are the bonuses at a more appropriate level now?
As I said, I didn't pay much attention to this, but it seemed very balanced
How does the neolithic era feel now? Can you still grow your population too quickly?
I really liked it! Although you can grow quite easily the urge to move to the next era to start building a productive city is big, so you don't want to linger more than necessary in the neolithic.
Hope this is helpful in some way. And I'm aware that some of my problems with the balance/game might be because there are some mechanics I don't quite understand but I really enjoyed what I played, it's a pity that I can't seem to reach the later tech even though I tried.
Thanks for the great game and all the hard work you are putting into making it enjoyable, it really shows.
This beta religion is a bit underpowered, however may be this is because this time AI tried to counter it. So I am not 100% sure.
The biggest issue is era progress vs tech speed, I did not play science nations but I did put a lot of effort into science still I just had knights when I ended the game, AI did not fare much better.
So for a 300 turns game research pace could be actually good, the problem is you get to the last era at 180 turn.
Influence is a big block initially but by the end game I had huge influence and did not have much outlet to spend it, essentially using it as a soft buffer for going over city cap limit.
Another issue with colonies as it stands now, colonists does not make much sense its easier to just create an outpost and then spend a bit of influence to start colony, instead of using colonist, not only its way cheaper but you get 3 pop for free. Essentially outposts building things with influence instantly is nonsensical. As a matter of fact it always easier to build everything with influence in the second part of the game than build it in any other way.
How does your progress through the eras feel? Is it too fast or too slow?
I always got the aesthete star way before everything else and the only aesthete culture I went with was the olmecs which don't scale that hard in the late game. The last star I got was always science or expansion. I think that it might make sense for these to be harder to get though since it incentivizes you to go out into the world (expansion) and actually build some science infrastructure for the science star. I got the gold era stars for each category (except expansion once), and I noticed that the threshold for getting the science gold star in the early modern era forces you to have researched everything up to end of that era and about 3 techs from the industrial. This made me delay my era progression tot he industrial to pick up more fame even though I was already researching techs from that era.
Do you feel your research progress roughly matches your progress through the eras? Does it match what you would expect for a game meant to last about 300 turns?
I think some of the technology costs need to be scaled down a little bit so there's a smoother increase in price as you progress. The first column of techs felt good, but then the costs scaled way too fast, especially since there's not a lot of ways to make science in the very early game without crippling yourself. My tech pace did keep pace with my era progress but only because I took the Greeks and Joseon (didn't need France though at least and I was getting 7k science per turn by the end)
How do you feel about the speed of population growth?
I think the 8 food consumed per pop when you start by only making 6 food per farmer feels pretty silly. Maybe increase the threshold for how much food you need to get a pop but make them cost only 6 in upkeep. A farmer should at least be able to feed themself after all.
How do you feel about the value and the growth of the different resources (Including Influence)
I think that there's no influence sink once you get past the mid game. This is really annoying since you're heavily incentivized to increase your influence per turn at the beginning, and if you did, you end up with a whole bunch of it doing nothing for you at the end. It's possible that you could claim enough wonders that it would start costing you 10-20k influence per wonder, but there needs to be some other influence sink for those that missed that opportunity or weren't interested in the remaining wonders. Money has been nerfed slightly too much I think now. I started completely deprioritizing it in the current build because I knew it was just drastically less efficient than production. Other resources feel good. Oh and I think population buyout got nerfed just slightly too much. It felt kinda of silly to use once you had a good production city, since you'd have to sacrifice 10 pop to finish something you could build in just a couple turns once you got to about 1500 production.
Are religions still to powerful, or are the bonuses at a more appropriate level now?
They're somewhat powerful early game and then fall off hard by the time you get to the industrial era. Getting 50 of something (even repeated 10 times if you got max number of holy sites plus some wonders that count as holy sites) is pretty unimpactful once techs cost over 10k science and most infrastructures in the industrial era cost upwards of 2k production. I liked it better when it scaled with something that could get a little higher than your number of holy sites. Maybe the victor version but with 1 science for every 4 population on holy sites for example. I just hate having something feel unimpactful.
How does the neolithic era feel now? Can you still grow your population too quickly?
Feels good. Just not sure if it's intended or a bug that newly grown tribes get full movement even if the tribe that moved towards a food curiosity/killed an animal to grow that tribe is at 0 movement.
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