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2 years ago
Mar 26, 2023, 11:59:25 AM

I really enjoyed this game, but somthing is missing and that is resulting the world in we are playing feels dead. It is not enough that an story event comes up and says me its raining I want to see myself how it is raining. The only thing we are getting advantiges of the world are the resources, where we are settling and building districts. Here are some ideas to make the world in Humankind more lifelike, enjoyable and maybe frustrating.


Day night cycle

  • At night the eye sight of units, citys, districts, outpost are lower and is used for ambushes and stealth for non stealth units.

  • New technologys like "night guards" for uncovering intruders and "city lighting" for increasing the eye sight, but not fully.

  • Another thing that is importent is that an turn ends it is not suddenly night or day, it should be a slow and constant change from day to night. For example a day last for five turns, one turn its sunrise, sunset, the sun is on the top and inbetween (some small detail while one site of the world its night on the other half its day, the sun rises from east and sets in the west).

  • Night and with it stars can be used for navigation on the sea, i dont now how to implement it in the game its just an idea that should be said.

  • Solar eclipse, blood moon, aurora, meteor showers, are nice to have and can be used for faith and dont give us strategic advantiges and disadvantiges.

Weather

  • Rain should give us an food buff and to much rain results in floods that can damage or even destroys our citys and districts (at rainy nights city lighting is not functioning and MG units of the early modern are useless).

  • Thunderstorms the same as rain, but with tunders what can cause forest fire and damage units.

  • Fog is decreasing eye sight and can be used for ambushes and stealth for non stealth units like at night.

  • Sandstorm and snowstorm pretty the same decrease of eye sight, movement points, combat strength and maybe are damaging units.

  • cloudy, haze and blowing snow i couldnt think of strategic uses so just nice to have.

  • In the early game weather should be unpredictable and in the late game with a new technology "predict weather" we will knowing how long where and at what time a weather change is taking place.

Seasons

  • The southern hemisphere should have the opposite season of the norhern hemisphere and on both sides of the earth equator are only rain and dry seasons.

  • Winter especially in cold regions should harshly decreasing FISM, movement points, combat strenght of units and can freeze lakes.

  • Summer is the opposite of winter.

  • Rain seasons is a longer lasting rain that can cause a huge increase of food, can create new rivers, rising sea level of lakes and can cause very damaging floods.

  • Dry seasons are causing a huge decrease of food, rivers and lakes can dry out.

Natural catastrophies

  • Volcanoes should be added to the game and volcano erruption causes massive destruction in its surrondings, but the benefit after an erruption are new resources are appearing like volcano ashes that gives an food bonus, basalt that gives an industry bonus and salpeter. In the late game volcanoes can be used for power plants.
  • Earthquakes are different strong, some causing minor damge others destroying whole citys and are able to terraform the landscape. Earthquakes are used for science, because they are telling us about the earth interior.
  • Tornados are only causing destruction.
  • Tsunamis are occuring from volcano erruption, earthquakes and meteors. They are only causing destruction.
  • Meteors are landing on our planet causing damage depending on their size and leaving behind craters and maybe iron, they can be used for increasing science when a scince dicsrict is build next to it.

Please consider that the ideas arent thought well and can be improved by you. I hope i was able to give the devs an direction where the game can go.


I wish you a nice day





Updated 13 days ago.
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2 years ago
Mar 31, 2023, 8:20:14 PM

I think these are great ideas. Personally I think more narrative events are needed to make the world feel more alive and I see how these features could be connected to already in game narrative events or how new narrative events could be triggered by these features. Maybe certain cultures could also get special events based on whether a solar eclipse or blood moon is happening. I also like the idea that seasons could effect units and resource output which could change how a player goes about a war and how weather could effect units during battle by for example it being to foggy to even see your enemy until they are next to you. I really like the idea of seasons in the game and I think they would have been added to the game already if it wasn't for the fact that the way time flows in the game does not work with seasons. I do however hope the developers have seen this and have noted some of it if not all of it to take into consideration. Great write up Gemru.

Updated 2 years ago.
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2 years ago
Apr 1, 2023, 10:11:37 AM

Excellent ideas and great direction: indeed the world seems samey and kind of dead

Other 4x games dont have this issue as they dont have a scope so close into the cities/armies and the culture being controlled


Indeed as the example says events keep popping up about things happening but nothing actually happens on the level which the player is engaging with the world: in combat and on the map itself. This results in a disconnect between event description and effect: the player is incentives to ignore the description and go for a bonus that is lost in a sea of tiny modificatory other more interesting mechanics offer


As the above examples state: if there are events there should be a payoff for players to pay attention to then: know that if a continent has high Vulcanic activity that will effect city outputs in that region in one way or the other long term and see which their own eyes the visual queue on this (Volcanoes spitting fire sometimes)


Same for weather: we have biomes and globe spamming continents and empires but besides the color and yield of the terrain this does not really effect the cultures and the game. Color defines output and there are not changes: once a food production is high somewhere it will always be high even thousands of years later

Weather patterns would help the world feel a simulation instead of chess-like but they would also help with difficulty and game variety and emerging narrative: Maybe a specific culture was perfect for a region with high food yield in Ancient Era but a minor ice age in the region forces the player to adapt- rework the districts and choose another culture that matches the new weather/output realities


Weather is also the obvious choice to make naval gameplay more engaging: cloud cover hinders firearms/fighter/bomber effectiveness, stormy seas slow down movement/cause damage over time, dominating currents and wind directions help ships (with sails for wind) etc... EL already had a fleshed out naval gameplay in that regard from which HK can take examples from


Day and night cycle is the most difficult concept to implement IMO as the game has a very high level for that kind of granularity. Yes there are amply opportunities for unit effects and even buildings related to the cycle but its a hard nut to crack how well they can integrate with the turn based system that progresses years so quickly.

A safe route I can imagine is having the cycle in battles as its a bit fuzzy how long battles last and they have a much more granular turn cycle so alternating 3 days 1 night or even 2 days one night cycle might work well and suddenly units can have and benefit from night time effects

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2 years ago
Apr 15, 2023, 7:08:46 PM

With how the time is scaled for Humankind, I find it hard to suggest implementing seasons, as each turn is at minimum a year, if not many more. That being said, having more narrative events tied to particularly rough weather, or a harsh winter, per se, would be pretty nice


As for Day/Night, it would be cool to have a visual shift on the map where we, as the players, see the day shift into night, and vice versa, but I wouldn't have it impact gameplay at all. 

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a year ago
Jul 25, 2023, 5:44:55 PM

I do not see it very well in the base game, but it's a great idea for a game-mode (hoping that one day the devs will add them) or just a normal mod

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