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I do not think so. For example, I recently lost a large chunk of my territory, on a War I took the offensive on, and captured Land in, but still lost due to War Support, even though I won every battle, and the Mauryans player (I was Celts) was just camping out in his city.
This does not feel right, and is not how any War ever went down, in the History of the world.
I virtually ransacked one of his provinces, built an Outpost on it to capitalize on the buildings, then captured a Town, yet still lost and had to mysteriously give him 2 of my territories, that were never even taken or ransacked by him.
This is VERY wrong, and quite bizarre.
A few things:
1. An actual 'endless' mode. No turn limits. No win conditions. Just play and play and play until you get bored of the world you made. Why? Because the fun isn't in trying to win, it's in trying not to lose and building that head-canon along the way.
2. Reactions to narrative events.
When I chose the close boarders during a narrative event, it clearly would've impacted my trading partners. That should be a grievance? Flip side, the game clearly allows citizenry to tap into their xenophobia, so if I let the sickness flood into other empires, that should increase their War support too?
3. RENAME MY EMPIRE. The 'cultural' choice should be aesthetic and mechanical. Cultures bein game defining is a bad flavour. For example, none of these nations/empires exist in this alternate history. Neither does the Brazil flag... so why is it on my Blazer lapel? Kind of immersion breaking. Makes the work i've done feel as if it's not mine.
[It would be nice to have the chosen avatar emblem re-worked into each era flag, but that's me pushing it]
Otherwise, I really echo a lot of the other suggestions already posted.
- Amount of resources, strategic resources you want
- One City Challenge for people that like to push themselves to the limit and beyond. (with achievement)
-Different maps as already planned since there is an option for it under difficulty. You have a map seed generator which is fantastic.
- I also recommend trying to create a random AI persona generator, you can use the same preset voices for most of them, but being able to randomize faction personas and their difficulties and traits would be amazing.
- Add barbarian and pirate options under world options.
- We need to be able to add way more than 10 AI to a game, so hopefully larger maps for that too.
Not to mention that overseas territory needs cities too, and often cannot be attached to your initial one.
More options for customizing the way we can set up the game would be ideal, because I actually love the gameplay elements.
(Didn't find a discussion of the technical side of the game so I thought to send it here :P)
Screen: https://imgur.com/a/N6x31r1
when accelerating a building can cost 80+ pop, or when most nation can attain this cap withouth much effort, i think it cut most of the interest of having an agrarian economy.
I understand that simply supressing the cap could have a dramatic opposit effect (.
So, maybee making it possible to have more than 1 possible, but at an exponentiary cost? and why not , having a soft cap of city size augmented regularly by health tech/building? maybee augmented further by the number of territory of the city?
this way, an agrarian could use his pop to fast build, new city could become big much faster withouth absusing the merge mechanic, and still, their would be not much population snowball happening.
The american revolution was basically like this. The British kicked pur asses but we still won the war. But I see your point. How were they getting war support though? Did you start the war with little support and they had 100? Were they far from your territories and you couldn't reach their other cities? Did they have more grievances against you? If they had a grievance of needing a territory that you didn't let them take, then you baited yourself into losing that territory as those peopel wanted to join them as since you didnt do enough to earn that support you lost it or they had a lot more support before the end of the war.
I actually had a similar situation but I won the war and still had to give up a territory that was mine cause they demanded it in the surrender for soe reason. I got around it after reloading by keeping the city the outpost was attached too and since they had no territories connected to it they couldn't take it.
While I do agree we shouldn't have to give up our own territories I disagree with owning everything as it ruins the whole war support aspect. You need a lot of war support to keep cities and even then sometimes they will rebel. Which is what I like about this game cause you have to think more then jsut blindly conquering territory.
So my suggestion is this: i'd like to see the build Que separated into three ques instead of one single one per city. I think that the speed of the game for us players would be increased substantially by doing this and coincidentally improve other issues that people have expressed, like how slow the game plays and not having enough turns to make it to the later ages by turn 300. You reward us stars for building certain amounts of things and standing army sizes as well as science, so if you split the city build Ques into science, buildings, and army units so that we could be building things at the same time i think the game would flow better, and be more realistic to how ancient empires would of actually been. The Romans certainly didn't wait for one farm to be built before inventing roads or training a military. they did those things at the same time. so if that kind of change was made i think the game would be something amazing to play. And obviously there would be worry of the player being too fast or strong, but it would
1) make people play at harder difficulties and
2) the AI would also build faster and the game would be more interesting will larger battles happening, and more trade and etc...
And because the single building Que that handles everything in each city is so slow, i think also forces us players to pick only certain cultures right now for the economic benefit so that we can compete with the AI. i don't feel like we can really choose a combat culture and really keep up on harder difficulties at this point.
Thankyou for reading this, i hope we see some solid changes. :)
I disagree with not being able to dominate. I have complete control of my contentment I'm on and I even completely lamented one nation. I have two other nation with one territory and one nation with like 3 territories. It is completely possible and doable. When you start a war you have to have a goal in mind, what territories do you want to keep and which ones do you want the enemy to have. You also have to remember grievances, having a grievance in the enemy not giving you a territory is a great way to get that.
I took 7 territories from a nation recently in my playthrough. 5 of then wanted to join me and I had those grievances going into the war, I then was also able to take two more territories from them. Each of those grievance cities were 10 support each and then the last two were 80 and 40. So with having max support at the end of the war I was able to take them all. They were left with one city.
The game isn't set up for someone to just steamroll over everything. You have to plan your attack and know what your gonna get and what you want to take. Where their units and territories are and a lot goes into it. Which is why I love this game so much, it isn't just a curb stomp game you have to plan and strategies your war efforts.