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As for combat, I guess they should implement some kind of combat clock of 100 ticks, and give each unit an initiative score. The clock ticks, and when an initiative score is reached, the unit attacks. So lower initiative is better and allows for more attacks within the 100 tick timeframe.
Some units could get initiative bonuses depending on terrain, or spend initiative (adding initiative to their next round) to focus on killing off units or increasing defense. Tactics and/or technology could give bonus starting initiative, allowing for early attacks. The possibilities are endless.
At any rate, this would give the combat display a purpose too; providing feedback on how your unit (mix is ) are doing
I've tested it, and it's pretty bad.
In a 4 player AI game played over 300 turns,
- 2 AI died to barbarians,
- 1 grew to about 1/4 of the map with their cities absolutely drowned in an ocean of units (that were doing nothing)
- the last survived with a few cities, though it very nearly died to barbarians on numerous occasions.
Obviously this was testing with only the stone/bronze/heroes ages so it isn't entirely representative of how a full game would play out.
Though it is somewhat telling that two of the AIs couldn't even hold back the barbarians (and the AI never managed to attack each other).
Game isn't out yet though, so there's still time for improvements. (though I wouldn't hold my breath)
''The clock Ticks Apporach'' would be an option. Really need an improvement on bringing combat strategies... other than just the terrain type lol
For combat it needs some work but I view it as a plus so far, a good compromise between Civ V/VI and Civ III/IV. With the latter Civ games they made it more tactical with the single unit hex grid, but the problem is if you give the human player increased level of control then that increases the level of abuse we can take over the AI. You only need a few units to manhandle whatever large army the AI throws at you. But in earlier Civ games you had complete RNG results and the "stack of doom", where you could never be fully prepared for what the AI might throw at you.
So like I said, what we have here seems like a good balance between the two. Not enough control to abuse it, but not too much randomness that you get frustrated. It makes me think a little of a poorly presented SJRPG, a bit of a mix of Fire Emblem and Ogre Battle. What you want is for it to go a bit smoother like Ogre Battle (or for similar games on Steam Symphony of War), with maybe some more care/options for stack composition.
Yes, it might turn out to be a good game if they fix.....
- the UX,
- the graphics
- the balance(and I don't just mean Raiders; the domains themselves are conceptually imbalanced.
- the missing features,
- the bugs
- the terrible performance
and, last, but definitely not least,
- the AI
That's an awfully long list of things that need fixing, a list that wouldn't be entirely inaccurate if it was simply shortened to "everything".