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The game does a good job ramping up the difficulty from Settler to Prestige 1. As you start to get the hang of the game and unlock citadel upgrades, you'll feel the game getting easier and see that each new difficulty level, while increasing the challenge, also increases the reward.
To me Prestige feels very much an afterthought. It is a linear scale of increasing negative modifiers that start out penalizing bad play and ends up constraining your options. Sure, having less options to choose from and having each option cost more to invest is a challenge, but it also exacerbates the difference in utility between the blueprints, cornerstones and embarkation options. Even with 4 options for blueprints/cornerstons I often times find myself presented with either four bad options or options that won't help me at all. Having less stuff to choose from just makes it worse.
Today got daily run with no boards at all, blocked building to make basic boards and super anoying queen requests which were absolutely non-combinable guano. The run was true pain to the knee. Traders were all trolling with bad resource choises and super useless artifacts. My trade route villages were only 2 with few choises. Just hell... This is why player should level up more first (i am at 12 lvl or so, but only unlocked 7 lvl stuff and below), to get more varietty, slots and embark points.
I do think 14 blue and 14 red bars is not good for difficulty 4, should be 18 blues. Often it feels like i could get more fun from a slighty longer run, but there is some hesitation to start doing prestige-1.
P5 is pretty significant when it comes to rare resources, like parts, hearthstones and (now) pipes. Specifically because you can't sell a bunch to the first trader for a huge influx of cash.
P6? (the increased food consumption) is a pretty big one IMO. It means that you have to make cooking food a higher priority, before you could live on what the caravan brought you for a couple of years. The small camp patch did make this less of a problem though I guess...
P8 might not be a significant jump if you're already playing very precisely with seasonal timings. But below this level you don't need to, so for some people it would be a substantial adjustment.
P12&13 agree entirely. Makes everything just feel sluggish. The game becomes about survival while stumbling towards victory, rather than shooting ahead with a planned strategy. I get some people enjoy that, but it's pretty much were the fun stopped for me.
So far I completely agree with your assessment of the difficulty levels :
P5 initially felt like a big deal but was ultimately very manageable by making minor changes to my strategy. I now prioritize a bit more the resource-making building when i chose my blueprints and I'm a bit more careful with my pop count, but apart from that it's business as usual and I don't even notice it anymore.
P8, while definitely noticeable (especially for events that add a negative effect for every X seconds of working time), didn't make me change that strategy that much either. I now have to be a bit stricter regarding my glade opening time, but that's it.
P9 was probably more impactful than all the previous prestige maluses combined. Not only does it make trade-focused runs much harder, but it also hugely reduces my margin of error and increases the importance of a solid early game. No longer can I solve all my problems by selling a few dozen resources, nor buy every nice perk or blueprints the traders offer to complement my roster. All in all, that's probably a positive thing in a roguelite game since trading made it almost impossible to lose before, but it's also a lot more frustating to get smacked by bad RNG when the main way to recover has been nerfed to hell.
P10 is very good, nothing much to add. I almost never cared about blightrot before, and this makes it an actual, relevant new mechanic to deal with every game. Nothing that a good fuel economy can't solve though.
I'm still not sure of the exact effects of P11, but as I said my current game felt really unfair to me and that may be why. It probably enhances the effects of bad RNG by taking away the easiest orders I guess, so i feel like it may compound heavily with the effects of P9.
Overall, I think I'll try to get to P20 just to prove to myself that I mastered the game, but I'll probably go back to something like P7 or P8 for casual play after that.
EDIT : I'm cool with the current prestige system but I think I would have preferred something more like Hades, where you can pick and chose from a list of difficulty modifiers to create your own difficulty level. It could even look like the current embarkation system, where modifiers are weighted differently according to their challenge, and the addition of all the mods you bring along defines your prestige level.
Besides, the way it works, the game makes a really good way at teaching you how to play by trickling its actual mechanics one by one.
Rare materials are a none issue? P5 teaches you to treat flame essences and parts as godsends.
Never had a famine? P6 is still going to teach you that you need to improve your food management.
Opening glades anytime, it just doesn't matter anyway? That's right, P8 is there to teach you when to open glades.
Kysts are a joke? P10, now we are talking.
And so on.
I actually really like this design decision, which helps tremendously improving the gameplay one part at a time
Penultimate difficulty is actually P20 Daily Expeditions. No embark bonus and 2 negative modifiers. You get a small bonus in exchange which often time just doesn't matter (such as providing Religion slowing down impatience... if you are far enough in the game to have religion online, you are probably set for the win anyway).
P20 does matter a lot because you WILL lose villagers in the toughest Daily Expeditions, and while you have all the time in the world in P19 to make up for it, P20 makes sure the penalty is harsh (except if you get the Pillar that removes impatience on losing villagers ofc).
I personally never build the Forsaken Altar, it's just waaaaaay too powerful, basically doubles the amount of Pillars (and a better version at that) and for absolutely 0 cost once you have already all meta upgrades. Idk what was the thought process behind this building to be honnest.
@Alleria
It's true that you have to look at the combination of prestige levels which I tried to incorporate as well, there are just jumps in quality of modifiers imo. Some are just so good or impactful that I would recommend them more (P4 is probably the standout for casual play). P14 and 15 are such well designed modifiers in particular that I regard them as special because they outweigh the mediocre stuff before.
I totally agree with the idea of a hades-like difficulty tbh. It also forces a little more thought into the modifiers (I just roll my eyes at the last two in particular, as if we needed another reason to never touch small glades).
Some of these modifiers are simply so good they could be part of the standard difficulty if they weren't too difficult for newer players.
@löxly
Bad habits from low difficulty is what I would call ways to play that will actively hinder you later. A simple example would be to spam out woodcutters and opening every glade because hostility is a complete non-factor.
Or completely ignoring the resolve system because you can just win freely by orders and cashes.
It is generally harder to unlearn things you thought are correct than learn things new.
That's why imo veteran is llthe best difficulty early on to familiarize yourself with the game because it's where you have to really start to interact with most systems and all the cheap ways out start to stop working. Then viceroy is just a test of what you learned and P1 would be the actual game (length).
Cheers everyone!
I still think it was the opposite for me at least. When I finally moved on to higher difficulties, it was because I was ready for something new rather than doing everything the same way again. I'm really not sure I would have lasted long in this game if I'd thought I had to familiarise myself with it in Veteran, I would have struggled a lot and I've got enough struggle irl lol. All you need to understand is that there's no one "correct" way to play.