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We'll take a look at the things you mention.
We have v1.2 (the next major update) in QA now. It's even bigger than 1.1 was.
There are some pacing changes coming up such as level 30 cities being much bigger, having a longer game option, general balance updates, and a big AI update. The main features I can't talk about but I wanted to make sure you guys know that the things you mention here are on our radar.
The biggest change on the AI is the data driving it which essentially means we can put in strategies per nation and look at the way other people are playing the game and implement some of the strategies they're employing.
Building list becomes very long as well. It's still probably not as hard to navigate as Amenities. But both lists require filters.
For example Amenities list would need a filter for: happiness, health, wealth, science, security, other, applicable.
May be the same is fine for the building list, as you said for their types.
The Deault Viscount needs to be considered as Easy, as player has significant advantage in bonuses.
Not sure why Viscount is the Default then.
The ease of snowballing in Act 2 and Act 3 is indeed a huge problem. By turn 300 I had over 8000 Research per turn across my 12 cities and could research Technological Singularity in 1 turn.
Most late-game improvements don't work correctly or are designed for a different game than the one we have. Why build Oil Wells for example, when you get dozens of Crude Oil per turn just from the base Harvest Production of a late-game city even without a building for it? Why build Masterpiece Set buildings when only the first 5 Masterpieces in your nation give you Prestige per turn, since the gain is capped at 50 per turn and they give 10 each? The examples are endless.
Then productivity depends on Hapeniness making it a single absolutely critical attribute. You cannot afford it less than 100 simply because your city starts to starve immediately otherwise.
The simplest approach might be to limit how much you harvest of something. Once you reach that level you cannot get more, no matter if you increase the production further. Similarly to any building, like a factory.
However, there is reason also why the current approach isn't bad. Productivity is exactly a factor in the real world, one which makes a difference between rich and poor country.
the basic thing we need for AI is making them able to build cities in a logic way, placing improvements in the proper regions based on yields and using proximity bonuses and experts to buff production....
looking at this dev diary put an ironic smile on my face....but I trust your genuine goodwill to continue improving the game for years based on feedback 👍🏻
https://youtu.be/8FpXkDrwarY?feature=shared
Something like a religion bonuses, but per industry? Or Paragons? There are already lots of bonuses in the game, adding more might be not that great.
I mean more like they're a global resource you can assign out rather than have to keep track of them by city.
Please consider this as necessary.
Thanks
Exactly. That's a good example of why they should be global.
Experts help in that case, but it's limited. Something like +150% for as little as 5 production is not really that much.