Some Feedback after playing the game extensively
Moderator: Vic
Some Feedback after playing the game extensively
MAJOR THINGS TO IMPROVE
Turn loading time
AI should have same rules than humans
Diplomacy too simple, and feels pretty much useless: I'd like more options to trade directly with other regimes, exchange determined technologies(for other technologies or resources), extorsionate weaker regimes, etc...
INTERFACE
General: eliminate redundant tabs/screens than fulfill the same function
Stratagems:
Give more options to arrange stratagem tabs, for example per council director producing them
Put recruit leaders and conventions stratagems in leaders tab
Change tariffs tab for economic tab and put raising taxes and similar cards there
Models: give option to delete obsolete models
OTHERS
Roads&rails: option to destroy roads, maybe maintainment cost for roads and rails(IP cost), and in case you don't maintain them they will slowly decay and be destroyed, this will give us the option to abandon useless roads and making this more realistic than simply giving an option to destroy them
Automatically close public buildings that no longer produce anything(I was talking about scavening buildings)
BP cap: tune down council BP cap, since this makes upgrading burocratic buildings pointless
Upgrade vehicles: a way to upgrade vehicles without lossing veterancy
Population growth: give options to raise population faster, maybe surplus of food/water and good conditions could give a plus in natural growth
Edited: colored things already in with last version, thanks for clarification guys
Turn loading time
AI should have same rules than humans
Diplomacy too simple, and feels pretty much useless: I'd like more options to trade directly with other regimes, exchange determined technologies(for other technologies or resources), extorsionate weaker regimes, etc...
INTERFACE
General: eliminate redundant tabs/screens than fulfill the same function
Stratagems:
Give more options to arrange stratagem tabs, for example per council director producing them
Put recruit leaders and conventions stratagems in leaders tab
Change tariffs tab for economic tab and put raising taxes and similar cards there
Models: give option to delete obsolete models
OTHERS
Roads&rails: option to destroy roads, maybe maintainment cost for roads and rails(IP cost), and in case you don't maintain them they will slowly decay and be destroyed, this will give us the option to abandon useless roads and making this more realistic than simply giving an option to destroy them
Automatically close public buildings that no longer produce anything(I was talking about scavening buildings)
BP cap: tune down council BP cap, since this makes upgrading burocratic buildings pointless
Upgrade vehicles: a way to upgrade vehicles without lossing veterancy
Population growth: give options to raise population faster, maybe surplus of food/water and good conditions could give a plus in natural growth
Edited: colored things already in with last version, thanks for clarification guys
RE: Some Feedback after playing the game extensively
Play with 1.04 
Sounds like you played an earlier version. Some things are already in.
Sounds like you played an earlier version. Some things are already in.
RE: Some Feedback after playing the game extensively
Stratagems:ORIGINAL: Krisam
MAJOR THINGS TO IMPROVE
Turn loading time
AI should have same rules than humans
Diplomacy too simple, and feels pretty much useless: I'd like more options to trade directly with other regimes, exchange determined technologies(for other technologies or resources), extorsionate weaker regimes, etc...
INTERFACE
General: eliminate redundant tabs/screens than fulfill the same function
Stratagems:
Give more options to arrange stratagem tabs, for example per council director producing them
Put recruit leaders and conventions stratagems in leaders tab
Change tariffs tab for economic tab and put raising taxes and similar cards there
Models: give option to delete obsolete models
OTHERS
Roads&rails: option to destroy roads, maybe maintainment cost for roads and rails(IP cost), and in case you don't maintain them they will slowly decay and be destroyed, this will give us the option to abandon useless roads and making this more realistic than simply giving an option to destroy them
Automatically close public buildings that no longer produce anything
BP cap: tune down council BP cap, since this makes upgrading burocratic buildings pointless
Upgrade vehicles: a way to upgrade vehicles without lossing veterancy
Population growth: give options to raise population faster, maybe surplus of food/water and good conditions could give a plus in natural growth
- useage case is a way more usefull sorting. Especially as some cards can be made by more then 1 council. Do you want the Encyclopedia in the ingame help section?
Yes to more categories, but not that wierd ordering.
Models:
Models that are older then 30 turns, can be build by the Militia of yourself and any vassal/protectorate you got.
Permanent deletion is not an option.
Road&Rail: Already in, 1.04. And in the beta for weeks before that.
Public Assets closing: Already in, aside from a minor bug with Scavengers
BP cap: Turned into the intended soft cap. Again, 1.04
Upgrade Vehicles: Build replcements in SHQ. Use Replacement Options to change models, but keep XP.
Population growth: Currently High QOL = High Civilisation = Lower Growth.
Population is at a premium by design. Free Folk is the best soruce you can get.
RE: Some Feedback after playing the game extensively
ORIGINAL: zgrssd
Stratagems:
- useage case is a way more usefull sorting. Especially as some cards can be made by more then 1 council. Do you want the Encyclopedia in the ingame help section?
Yes to more categories, but not that wierd ordering.
Models:
Models that are older then 30 turns, can be build by the Militia of yourself and any vassal/protectorate you got.
Permanent deletion is not an option.
Population growth: Currently High QOL = High Civilisation = Lower Growth.
Population is at a premium by design. Free Folk is the best soruce you can get.
Thank you guys for clarification, as you noticed I've been playing 1.03 and didn't know some things are already solved.
About the others:
Stratagem categories:
I Don't see how it is weird to put "recruit leaders" and "increase relation with leaders(directors, governors, commanders)" stratagems in leaders tab instead of nation tab. Same with raise/lower taxes also in nation tab, I'd rather have all of them in an economic policies tab, and delete the tariffs tab which only holds a handful of stratagems. IMO nation tab is not specific enough and holds to many different stratagems.
Models:
I'd like to be able to delete models, since some of them I don't want to use at all, so why not give us the option?
Pupulation growth:
IMO makes little sense that your population won't grow much faster if you give them perfect conditions to live in your cities, I understand that making population precious is intended, but I don't like how this is implemented in the game, a population with full resources and comodities should be able to grow much faster than free folk with no resources and much higher death ratio(no hospitals, security, etc).
Edited: typos
RE: Some Feedback after playing the game extensively
Models:
I'd like to be able to delete models, since some of them I don't want to use at all, so why not give us the option?
It's probably better to add a "hide obsolete" UI option; that way militia can still produce them eventually even if you think they're outdated trash, but you don't have them cluttering selection screens.
RE: Some Feedback after playing the game extensively
The stratagem are currently located by their target and then these stratagems would be in conflict with that. Nations tab is a bit too cluttered due to so many cards targeting the nation but throwing couple random ones to another tab is imo not the solutionORIGINAL: Krisam
Stratagem categories:
I Don't see how it is weird to put "recruit leaders" and "increase relation with leaders(directors, governors, commanders)" stratagems in leaders tab instead of nation tab. Same with raise/lower taxes also in nation tab, I'd rather have all of them in an economic policies tab, and delete the tariffs tab which only holds a handful of stratagems. IMO nation tab is not specific enough and holds to many different stratagems.
Because these are meant to be used by militia and rebelsORIGINAL: Krisam
Models:
I'd like to be able to delete models, since some of them I don't want to use at all, so why not give us the option?
It makes perfect sense actually. Right now nations on Earth are facing low birth rate due to high living conditions. You can get Free fold with high living conditions so that usually covers the population gain anyway. Not to mention there's the cloning facility so that population usually isn't huge issue unless it is one of those low pop planets and that's kind of point of those setupsORIGINAL: Krisam
Pupulation growth:
IMO makes little sense that your population won't grow much faster if you give them perfect conditions to live in your cities, I understand that making population precious is intended, but I don't like how this is implemented in the game, a population with full resources and comodities should be able to grow much faster than free folk with no resources and much higher death ratio(no hospitals, security, etc).
RE: Some Feedback after playing the game extensively
Stragems:ORIGINAL: Krisam
ORIGINAL: zgrssd
Stratagems:
- useage case is a way more usefull sorting. Especially as some cards can be made by more then 1 council. Do you want the Encyclopedia in the ingame help section?
Yes to more categories, but not that wierd ordering.
Models:
Models that are older then 30 turns, can be build by the Militia of yourself and any vassal/protectorate you got.
Permanent deletion is not an option.
Population growth: Currently High QOL = High Civilisation = Lower Growth.
Population is at a premium by design. Free Folk is the best soruce you can get.
Thank you guys for clarification, as you noticed I've been playing 1.03 and didn't know some things are already solved.
About the others:
Stratagem categories:
I Don't see how it is weird to put "recruit leaders" and "increase relation with leaders(directors, governors, commanders)" stratagems in leaders tab instead of nation tab. Same with raise/lower taxes also in nation tab, I'd rather have all of them in an economic policies tab, and delete the tariffs tab which only holds a handful of stratagems. IMO nation tab is not specific enough and holds to many different stratagems.
Models:
I'd like to be able to delete models, since some of them I don't want to use at all, so why not give us the option?
Pupulation growth:
IMO makes little sense that your population won't grow much faster if you give them perfect conditions to live in your cities, I understand that making population precious is intended, but I don't like how this is implemented in the game, a population with full resources and comodities should be able to grow much faster than free folk with no resources and much higher death ratio(no hospitals, security, etc).
Edited: typos
Nobody said the idea was wierd. I think everyone agrees we need more categories and/or a better distribution of Stratagems across the categories is needed.
I disagreed with your Idea of Ordering them by producing council. The interior council has a total of 4 areas of Stratagem generation. Putting everything into one "Interior Council" group, would propably create something dwarfing the current nation group.
Models:
Again, because your Militia would want to use them. Why do you want to delete them anyway?
Why not just hide the obsolete things, if there are no units of that kind around?
Population Growth:
Please tell the world that their population growth makes no sense:
https://www.youtube.com/watch?v=QsBT5EQt348
Also keep in mind that 30 turns are 5 earth years. That little growth is just people hitting their working age birthday.
RE: Some Feedback after playing the game extensively
Stratagems categories:
So the idea here with stratagems is that we could use more especific categories and some options to arrange them acording to our preferences. My idea with moving "recruit leaders" and "increase relations" stratagems to leaders is just and example.
Delete Models:
The thing with models is that there are some I don't want to use at all because his structural design is horrible, not even with my militia, so I rather have that model deleted. I gess hiding them would be good, but to be honest if I decide a model is worth hiding is because I don't want to use it at all, so hide it / delete it, whatever, but give us the option.
Population Growth:
You are comparing our overpopulated modern world with a post apocalyptic world in which populacion is scarce, do you think that if our planet had 3 millions habitants instead of 7 billions they will have same natality ratio than our modern world?
By the way this isn't a priority and I don't have a problem with population shortage, but again I think that makes sense that in this kind of world our population should grow much faster in cities with good conditions than in free folk towns with no resources/services. I think giving hospitals a buff to population growth would be a good idea, and could give aditional uses to our QOL buildings.
So the idea here with stratagems is that we could use more especific categories and some options to arrange them acording to our preferences. My idea with moving "recruit leaders" and "increase relations" stratagems to leaders is just and example.
Delete Models:
The thing with models is that there are some I don't want to use at all because his structural design is horrible, not even with my militia, so I rather have that model deleted. I gess hiding them would be good, but to be honest if I decide a model is worth hiding is because I don't want to use it at all, so hide it / delete it, whatever, but give us the option.
Population Growth:
You are comparing our overpopulated modern world with a post apocalyptic world in which populacion is scarce, do you think that if our planet had 3 millions habitants instead of 7 billions they will have same natality ratio than our modern world?
By the way this isn't a priority and I don't have a problem with population shortage, but again I think that makes sense that in this kind of world our population should grow much faster in cities with good conditions than in free folk towns with no resources/services. I think giving hospitals a buff to population growth would be a good idea, and could give aditional uses to our QOL buildings.
RE: Some Feedback after playing the game extensively
That's actually the point: to give militia low and poor designs when compared to latest and up to date designs. They are still better than the actual militia units so the "low" stats are still an upgradeORIGINAL: Krisam
Delete Models:
The thing with models is that there are some I don't want to use at all because his structural design is horrible, not even with my militia, so I rather have that model deleted. I gess hiding them would be good, but to be honest if I decide a model is worth hiding is because I don't want to use it at all, so hide it / delete it, whatever, but give us the option.
Raise the quality of life and it stops being a apocalyptic and becomes actually more advanced than our worldORIGINAL: Krisam
Population Growth:
You are comparing our overpopulated modern world with a post apocalyptic world in which populacion is scarce, do you think that if our planet had 3 millions habitants instead of 7 billions they will have same natality ratio than our modern world?
Hospitals could and maybe they even do give bonus. Issue is that the timeline is so short that actually it feels like we are actually getting way more pop that what one would expect: In couple months there's hundreds of people. Increase it more and suddenly you would be getting thousands of people in couple months. From some tens of thousands of people non the lessORIGINAL: Krisam
By the way this isn't a priority and I don't have a problem with population shortage, but again I think that makes sense that in this kind of world our population should grow much faster in cities with good conditions than in free folk towns with no resources/services. I think giving hospitals a buff to population growth would be a good idea, and could give aditional uses to our QOL buildings.
Also what do you mean by free folk growth? As far as I know free folk do not grow during the game any input to free folk come from city migrants.
RE: Some Feedback after playing the game extensively
Delete Model:ORIGINAL: Krisam
Stratagems categories:
So the idea here with stratagems is that we could use more especific categories and some options to arrange them acording to our preferences. My idea with moving "recruit leaders" and "increase relations" stratagems to leaders is just and example.
Delete Models:
The thing with models is that there are some I don't want to use at all because his structural design is horrible, not even with my militia, so I rather have that model deleted. I gess hiding them would be good, but to be honest if I decide a model is worth hiding is because I don't want to use it at all, so hide it / delete it, whatever, but give us the option.
Population Growth:
You are comparing our overpopulated modern world with a post apocalyptic world in which populacion is scarce, do you think that if our planet had 3 millions habitants instead of 7 billions they will have same natality ratio than our modern world?
By the way this isn't a priority and I don't have a problem with population shortage, but again I think that makes sense that in this kind of world our population should grow much faster in cities with good conditions than in free folk towns with no resources/services. I think giving hospitals a buff to population growth would be a good idea, and could give aditional uses to our QOL buildings.
The starting soldier design has 2.5 times the combat power of the starting militia.
I doubt it is mathematically possible to have a model that is worse the starting militia.
At worst you get them using only the 2.5 instead of the 3.0 times as powerfull design. Until they unlock the 3.5 times more powerfull one 5 turns later.
Population Growth:
Please define this "overpopulated" figure. Because we got plenty of room, plenty of jobs and we are actually destroying excess food. So it is not like we hit any real limit yet.
RE: Some Feedback after playing the game extensively
Overpopulated compared to the setting we have in the game, but I don't think this is the place to further discuss such things. I just think that would be nice to have more options to increase population with for example the hospital, in adition to getting them from free folk towns, or clonning centers.
