Ara: History Untold

Ara: History Untold

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I hope we can turn off culling.
People hating on Civ 7's empire transitions between eras, but personally this culling of entire empires at the end of eras if they fall behind is way way bigger of an issue to me. That means there is no "coming back" or rebounding for anyone including AI. This also suggests that AI is basic, and they as usual in the past 20 years of gaming, neglected and did the bare bones for AI, especially now that the failure of AI is baked into a mechanic of culling...
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you can disable that for human players. AI still gets culled. this is to help for expansion without having to conquest. There is currently no vassal system (to the best of my knowledge) which means that the lame ducks are really just going to be a push over if they are sufficiently behind.
Τελευταία επεξεργασία από GuNNuP; 31 Αυγ 2024, 12:31
I was under the impression it would also work for AI. I can only hope after release that they can add that for the AI at one point. Though maybe they will add this feature when we have more diplo tools like different forms of vassals, tributaries, etc.
Αναρτήθηκε αρχικά από GuNNuP:
you can disable that for human players. AI still gets culled. this is to help for expansion without having to conquest. There is currently no vassal system (to the best of my knowledge) which means that the lame ducks are really just going to be a push over if they are sufficiently behind.

The game is focused on everything. THey have a war system that greatly hurts you if you go to war too much or take too many losses already with a huge hit to your population apparently.

The fact I can get bigger and gobble up 75% of the map by the last Era purely because huge chunks of the map suddenly turn empty again is just stupid imo. I should have to take out weak neighbors if they fall behind to expand, and calculate that into my risks. Not just be given a bunch of free land cuz "luls they got to far behidn on points" Which makes it feel extremely gamey and gimicky.
Αναρτήθηκε αρχικά από UnderKingDuck:
I was under the impression it would also work for AI. I can only hope after release that they can add that for the AI at one point. Though maybe they will add this feature when we have more diplo tools like different forms of vassals, tributaries, etc.
I was too, untill the recent Q&A. They could have added more diplo options for the ending of war, though im not sure. I am excited for the game. There has been lots of changes since the last A3.

Αναρτήθηκε αρχικά από Holy Athena:
Αναρτήθηκε αρχικά από GuNNuP:
you can disable that for human players. AI still gets culled. this is to help for expansion without having to conquest. There is currently no vassal system (to the best of my knowledge) which means that the lame ducks are really just going to be a push over if they are sufficiently behind.

The game is focused on everything. THey have a war system that greatly hurts you if you go to war too much or take too many losses already with a huge hit to your population apparently.

The fact I can get bigger and gobble up 75% of the map by the last Era purely because huge chunks of the map suddenly turn empty again is just stupid imo. I should have to take out weak neighbors if they fall behind to expand, and calculate that into my risks. Not just be given a bunch of free land cuz "luls they got to far behidn on points" Which makes it feel extremely gamey and gimicky.
They are very open to feedback on the game. I believe they have changed something based on new information for what really happens, it might not just be #free realestate. Playing a game with a civilization and 100% focused on conquest is a difficult task. I will find it hard to believe that you will gobble up the AI. without cheating the AI does infact provide significant obsticals, before you give them bonuses.

To "gobble up" is oversimplification of any of these 4x/grand strategy games. These complaints could be levied against all of them that try something new. or even try to remain boring and safe. This game does go a bit passed the singularity age. and in these modern times, Brics or Nato, are where all the developed or developing countries are. Would you enjoy the end game clean up phase if you really had to tediously "gobble up" lesser nations? Their goal is to keep the active diplo as worthy challengers, and not have shield states, or vassals as shields. Might as well manage their territory. Mechanically, an infantile nation several tiers of tech behind, would be just cakewalk no matter the difficulty.

The only reason why we don't have conquest first as the mindset of the world powers, is because they believe that nukes would annihilate the world's population before an oligarchy could have the crown of the leader of the world's government. So they would lead a group of other oligarchs that managed to build a bunker in time. There would be no-one to exploit.
Τελευταία επεξεργασία από GuNNuP; 31 Αυγ 2024, 14:59
Αναρτήθηκε αρχικά από GuNNuP:
Αναρτήθηκε αρχικά από UnderKingDuck:
I was under the impression it would also work for AI. I can only hope after release that they can add that for the AI at one point. Though maybe they will add this feature when we have more diplo tools like different forms of vassals, tributaries, etc.
I was too, untill the recent Q&A. They could have added more diplo options for the ending of war, though im not sure. I am excited for the game. There has been lots of changes since the last A3.

Αναρτήθηκε αρχικά από Holy Athena:

The game is focused on everything. THey have a war system that greatly hurts you if you go to war too much or take too many losses already with a huge hit to your population apparently.

The fact I can get bigger and gobble up 75% of the map by the last Era purely because huge chunks of the map suddenly turn empty again is just stupid imo. I should have to take out weak neighbors if they fall behind to expand, and calculate that into my risks. Not just be given a bunch of free land cuz "luls they got to far behidn on points" Which makes it feel extremely gamey and gimicky.
They are very open to feedback on the game. I believe they have changed something based on new information for what really happens, it might not just be #free realestate. Playing a game with a civilization and 100% focused on conquest is a difficult task. I will find it hard to believe that you will gobble up the AI. without cheating the AI does infact provide significant obsticals, before you give them bonuses.

To "gobble up" is oversimplification of any of these 4x/grand strategy games. These complaints could be levied against all of them that try something new. or even try to remain boring and safe. This game does go a bit passed the singularity age. and in these modern times, Brics or Nato, are where all the developed or developing countries are. Would you enjoy the end game clean up phase if you really had to tediously "gobble up" lesser nations? Their goal is to keep the active diplo as worthy challengers, and not have shield states, or vassals as shields. Might as well manage their territory. Mechanically, an infantile nation several tiers of tech behind, would be just cakewalk no matter the difficulty.

The only reason why we don't have conquest first as the mindset of the world powers, is because they believe that nukes would annihilate the world's population before an oligarchy could have the crown of the leader of the world's government. So they would lead a group of other oligarchs that managed to build a bunker in time. There would be no-one to exploit.

You misunderstood what I mean by "gobble up" From my understanding, once a civilization gets culled, it basically disappears from the map and all that land is available to take without fuss. It's that portion of the game I meant by "gobbling up".
Αναρτήθηκε αρχικά από Holy Athena:
Αναρτήθηκε αρχικά από GuNNuP:
you can disable that for human players. AI still gets culled. this is to help for expansion without having to conquest. There is currently no vassal system (to the best of my knowledge) which means that the lame ducks are really just going to be a push over if they are sufficiently behind.

The game is focused on everything. THey have a war system that greatly hurts you if you go to war too much or take too many losses already with a huge hit to your population apparently.

The fact I can get bigger and gobble up 75% of the map by the last Era purely because huge chunks of the map suddenly turn empty again is just stupid imo. I should have to take out weak neighbors if they fall behind to expand, and calculate that into my risks. Not just be given a bunch of free land cuz "luls they got to far behidn on points" Which makes it feel extremely gamey and gimicky.


If that's the case, I agree. Instead of culled nations just disappearing, they should leave behind some sort of failed state which still needs to be conquered.

A vessel system in future updates could make this even more interesting, as major nations would scramble to vassalize these failed nations.

I know the historical perspective is not as important as gameplay mechanics, but looking back, for example to Rome, when it fell it didn't just disappear and leave the land empty.
Αναρτήθηκε αρχικά από Holy Athena:
Αναρτήθηκε αρχικά από GuNNuP:
I was too, untill the recent Q&A. They could have added more diplo options for the ending of war, though im not sure. I am excited for the game. There has been lots of changes since the last A3.


They are very open to feedback on the game. I believe they have changed something based on new information for what really happens, it might not just be #free realestate. Playing a game with a civilization and 100% focused on conquest is a difficult task. I will find it hard to believe that you will gobble up the AI. without cheating the AI does infact provide significant obsticals, before you give them bonuses.

To "gobble up" is oversimplification of any of these 4x/grand strategy games. These complaints could be levied against all of them that try something new. or even try to remain boring and safe. This game does go a bit passed the singularity age. and in these modern times, Brics or Nato, are where all the developed or developing countries are. Would you enjoy the end game clean up phase if you really had to tediously "gobble up" lesser nations? Their goal is to keep the active diplo as worthy challengers, and not have shield states, or vassals as shields. Might as well manage their territory. Mechanically, an infantile nation several tiers of tech behind, would be just cakewalk no matter the difficulty.

The only reason why we don't have conquest first as the mindset of the world powers, is because they believe that nukes would annihilate the world's population before an oligarchy could have the crown of the leader of the world's government. So they would lead a group of other oligarchs that managed to build a bunker in time. There would be no-one to exploit.

You misunderstood what I mean by "gobble up" From my understanding, once a civilization gets culled, it basically disappears from the map and all that land is available to take without fuss. It's that portion of the game I meant by "gobbling up".
I feel end game cleanup phase tedious in most of these games. i hope with this gimmick it offers less tedious end game.
Αναρτήθηκε αρχικά από Holy Athena:

You misunderstood what I mean by "gobble up" From my understanding, once a civilization gets culled, it basically disappears from the map and all that land is available to take without fuss. It's that portion of the game I meant by "gobbling up".

They don't actually disappear, at least that's what I understood from a youtuber who playtested the game. They remain on the map as ruined civilizations and spawn something akin to barbarians in Civ.
I think the cull idea can just be expanded on in the future. Instead of disappearing they could make nations face events that if not address will make them either fall, revolt, etc. Like maybe it will be in a DLC or a patch with a DLC.
If this cannot be turned off for both human and AI then sadly I no longer have an interest in this title.
Αναρτήθηκε αρχικά από SausageAssassin:
Αναρτήθηκε αρχικά από Holy Athena:

You misunderstood what I mean by "gobble up" From my understanding, once a civilization gets culled, it basically disappears from the map and all that land is available to take without fuss. It's that portion of the game I meant by "gobbling up".

They don't actually disappear, at least that's what I understood from a youtuber who playtested the game. They remain on the map as ruined civilizations and spawn something akin to barbarians in Civ.

If that's how it works, maybe, but that's not what it seemed like, or was described. The explanation of that mechanic is really weird in how they describe it. If what you say is true, then that's not nearly as bad.

My interpretation is that the civilization just kinda disappears.. their stuff might still be there, but nothing else is.. basically a free land grab, but that it will spawn barbarians upon death, but not keep spawning them.
Αναρτήθηκε αρχικά από Mackintosh:
If this cannot be turned off for both human and AI then sadly I no longer have an interest in this title.

They said in their last QA that if player feedback want it as a option for AI, which I imagine a few of us will, they will add the option in a patch. I mean personally if I was them and it doable before release I would just through in it real fast, but being that it like 3 weeks away there could be issue with doing that.
Αναρτήθηκε αρχικά από UnderKingDuck:
Αναρτήθηκε αρχικά από Mackintosh:
If this cannot be turned off for both human and AI then sadly I no longer have an interest in this title.

They said in their last QA that if player feedback want it as a option for AI, which I imagine a few of us will, they will add the option in a patch. I mean personally if I was them and it doable before release I would just through in it real fast, but being that it like 3 weeks away there could be issue with doing that.

There is always the option to add an * for now that says something like:
"(EXPERIMENTAL) Disabling culling for AI is not intended way to play and may make the playthrough unbalanced in later stages of the game"

And improve it later if the telemetry shows that it is a popular way to play the game.
Τελευταία επεξεργασία από Arathir; 1 Σεπ 2024, 10:05
Tandis  [δημιουργός] 1 Σεπ 2024, 10:13 
As GuNNuP mentions, culling for humans can be disabled.
Τελευταία επεξεργασία από Tandis; 1 Σεπ 2024, 10:14
Αναρτήθηκε αρχικά από Tandis:
As GuNNuP mentions, culling for humans can be disabled.

And? your point? That has nothing to do with my post.
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