STEAM GROUP
eXplorminate e4X
STEAM GROUP
eXplorminate e4X
79
IN-GAME
925
ONLINE
Founded
September 24, 2014
Language
English
Location
United States 
Showing 1-10 of 163 entries
27
Endless Legend 2
645
AGE OF WONDERS 4 MEGA THREAD
Originally posted by melkathi:
The Pantheon is annoyingly underdeveloped and shows a disconnect between developers and their game:

AoW4's base story has two factions. And this is something that has always been part of the AoW story arcs - in AoW2 we had the conspirators who were overthrowing Gabriel.
In AoW4 it is The Covenant and the Sha'drai. When you play a story mission, you know which side you are on. It would be easy to create two tags and have the godir who ascend from these missions receive the respective tags.
Then, the game could check these tags and not have ascended godir of opposing factions offer to join you as heroes. And for those appearing as rulers it could simply give a +-100 on initial relations.
Godir ascending from non-story missions could have a neutral tag. Expansions could add an Urrath tag.

The Pantheon would become a real pantheon with relationships between the various members.

It wouldn't be hard, as it would be very simple checks with very simple effects.

And it is annoying because the story realms have this in their stories. It is right there in the game screaming "Add me into gameplay!"

Those are good suggestions and not too difficult to implement. Yes, I guess there are more simple things that the devs could do with the pantheon system that could improve immersion and maybe progression.


On mods, I found them to result in a lot of un-fun micromanagement. Customising my own units? Ok yeah, that can be fun. But then also keeping track of what everyone else is doing, for every unit you'll encounter, is a lot of work, busywork imo. And there are a LOT of mods, some of which given powerful new abilities and not just stats boosts.

What might work a little better for me is if there was some additional cost to creating a new unit template (building a proto-type), or a limit to how many unit variations you can have. But overall I quite like the system in AoW 4. The main downside to me is there is basically never a reason to not cast an enhancement spell. Yes, it comes with mana upkeep but you just factor that into resource planning. If units could only have x number of enhancements (with maybe ways to increase it) that may result in more interesting choices.
146
Civilization 7 Mega Thread
859
HUMANKIND Megathread
146
Civilization 7 Mega Thread
28
Elemental/Fallen Entenchantress is getting a remake
Good news. I liked FE:LH. A different take on a fantasy 4X with tactical combat.

Not sure what my wish list for the game would be. I find that the game starts to drag towards mid game and tilts towards an obvious victory earlier (in relation to official victory conditions) than other 4X games. I don't think I finished a single game as a result of that, outside one or two campaign scenarios. Again not sure what the right solution would be.
--- Pulling victory conditions forward, so that you can achieve them earlier? Maybe, but the quest victory should be possible early-ish, if you have a high-powered enough arm.
--- Making the AI better in defensive warfare? Again maybe, but I felt that they boosted it a good bit later in the development cycle. And maybe it's not a bad thing if the AI empires find it hard to recover after 1 or 2 serious battle losses. It wouldn't exactly be unrealistic.
--- Maybe just tighter design and less stuff overall?

Otherwise, I'd welcome additional faction diversity. It wasn't great that factions had 1-2 unique units, at most, and the rest was a unit-builder with maybe some modifier traits for the faction. (I probably wouldn't mind scrapping the unit creator altogether for unique units. I don't like those systems. But it was done fairly well in FE/LH, so something similar would be ok.)

The cut-out dynasty system sounds like something from Crusader Kings or Old World. That could make for an interesting addition. Might help to have templates of games that have implemented it to varying degrees.

They could probably tidy up and make it more systematic where spells come from. Even with experience in it, it was still confusing that some spells came from research and others from skill unlocks. What I did like a lot was how the shards on the map amplify some spells. It ties lore, strategic play and sometimes tactical play together.

Speaking of which, I think faction-specific main quests as in the Endless Universe would work very well for the game, I think. In a lot of interactions, there are hints to a larger game mythology, but in most games we don't get to see much of it. The game had a campaign. Maybe I should have played it more. But there are other ways how to infuse personality and immersion into your sandbox too.

There are probably a lot more thoughts, but that's what came to mind for now.
926
Endless Legend Megathread
What are you wishes for features from Humankind that you'd like to see in a possible EL2?
(Given the different themes, asking what we don't want to see ported makes less sense but can still be valid.)

For me:
- the bigger flexibility in which units can take in battles was an improvement on EL. For the battle itself, I'd probably be ok with either system. I liked both, they have different strengths and weaknesses.
- The regions and attachments system had its charms. I wouldn't mind seeing it return.
- I liked that units were fixed and not customisable but that seems much harder to transpose, so I'm not getting my hopes up.
- Something like the neolithic period. A few turns to just explore the landscape around you and not being forced (or even able) to found your capital right away. Or maybe for some factions but not others.
- Similar for the grievance and war weariness systems. I liked how they worked but they make less immersive sense in a game with so much more diverse factions.
- Maybe the more fleshed out independent peoples/ minor factions? A synthesis of the systems, retaining the treaties from HK with the unique units and perks from the endless series.


What I'd like to see retained in a form closer to EL:
- Tech dials, or things other than a single strict tech tree.
- Policies/doctrines that require influence upkeep. The ES2 system was neat. Not that HK' policies were bad.
- Faction diversity, of course. And narratively interesting faction quests with a path to victory!
- More interesting events.
- Ocean fortresses and sea tile effects.


Any other thoughts?
Showing 1-10 of 163 entries