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webmeister
Jan 31, 2007

The answer is, mate, because I want to do you slowly. There has to be a bit of sport in this for all of us. In the psychological battle stakes, we are stripped down and ready to go. I want to see those ashen-faced performances; I want more of them. I want to be encouraged. I want to see you squirm.
As expected, the final Bronze Age culture is the Zhou:

https://twitter.com/humankindgame/status/1227268600693739520?s=21

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The Human Crouton
Sep 20, 2002

I have to say that this roll-out of information is stupid. We have no idea how anything works so every new culture is meaningless.

What does the Zhou add to the game? A zhanche and a Confucian school. What do those do? I don't know. I don't know how units work, and I don't know how buildings work.

They are clearly behind schedule, which is fine. Just hold back a month or so on the announcements, and actually release the information in a form that can actually pass as information.

Megazver
Jan 13, 2006
Knowing the civs themselves is kinda cool.

Poil
Mar 17, 2007

The Human Crouton posted:

I have to say that this roll-out of information is stupid. We have no idea how anything works so every new culture is meaningless.

What does the Zhou add to the game? A zhanche and a Confucian school. What do those do? I don't know. I don't know how units work, and I don't know how buildings work.

They are clearly behind schedule, which is fine. Just hold back a month or so on the announcements, and actually release the information in a form that can actually pass as information.
Yeah a short description of what they do in game would be very helpful. Don't need specific stats but just something like "Zhanche, faster great general" or "Confucian School, better university" or whatever.

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

I'm probably very shallow but I'm just waiting to see the first gameplay video before I start caring about this project that honestly does sound pretty neat.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
I started playing a bit of Endless Legend again and i cannot wait to see them demonstrate combat with non-fantasy units.

I know not everyone's that hot on EL combat but I'm proper well excited for that.

The Human Crouton
Sep 20, 2002

JeremoudCorbynejad posted:

I started playing a bit of Endless Legend again and i cannot wait to see them demonstrate combat with non-fantasy units.

I know not everyone's that hot on EL combat but I'm proper well excited for that.

I really like EL combat at the beginning of the game, but it fades when the number of units gets insane. It doesn't scale well.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

The Human Crouton posted:

I really like EL combat at the beginning of the game, but it fades when the number of units gets insane. It doesn't scale well.

What killed EL's combat for me was the design-your-own-units-from-templates thing.

I really, really hate that kind of thing, which plagues sci-fi 4Xes in particular. I don't want to design my own units or customize them to ridiculous levels. I want a premade list of units that each have a role and place in the game.

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell

Cythereal posted:

What killed EL's combat for me was the design-your-own-units-from-templates thing.

I really, really hate that kind of thing, which plagues sci-fi 4Xes in particular. I don't want to design my own units or customize them to ridiculous levels. I want a premade list of units that each have a role and place in the game.

i'm right there with you

Crypto Cobain
Jun 17, 2018

by Reene

Cythereal posted:

What killed EL's combat for me was the design-your-own-units-from-templates thing.

I really, really hate that kind of thing, which plagues sci-fi 4Xes in particular. I don't want to design my own units or customize them to ridiculous levels. I want a premade list of units that each have a role and place in the game.
Same

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf
I remember playing Alpha Centauri for the first time, and feeling relieved when I realised you just had to give every unit the most recent weapon/armour/battery, and the only real decisions were in the special attachments.

Kazzah fucked around with this message at 00:35 on Feb 13, 2020

Megazver
Jan 13, 2006

Cythereal posted:

What killed EL's combat for me was the design-your-own-units-from-templates thing.

I really, really hate that kind of thing, which plagues sci-fi 4Xes in particular. I don't want to design my own units or customize them to ridiculous levels. I want a premade list of units that each have a role and place in the game.

I don't really like unit construction in 4X games and I've dropped games before just because they expected me to become a starship engineer, but it's simple enough in EL that I think it works fine and I actually enjoy it for the most part.

The Human Crouton
Sep 20, 2002

Cythereal posted:

What killed EL's combat for me was the design-your-own-units-from-templates thing.

I really, really hate that kind of thing, which plagues sci-fi 4Xes in particular. I don't want to design my own units or customize them to ridiculous levels. I want a premade list of units that each have a role and place in the game.

Yeah, I agree with that. It's what usually what stops me from playing any space 4X game.

What makes this kind of thing even worse than having to take the time to design your own units is that you can never learn your opponents units. You can't simply look at a chariot and know that it moves 5 places, and does 10 damage from memory. Instead you must inspect each individual unit your opponent is fielding, and it takes forever.

The Human Crouton fucked around with this message at 00:56 on Feb 13, 2020

Jeza
Feb 13, 2011

The cries of the dead are terrible indeed; you should try not to hear them.

The Human Crouton posted:

Yeah, I agree with that. It's what usually what stops me from playing any space 4X game.

What makes this kind of thing even worse than having to take the time to design your own units is that you can never learn your opponents units. You can't simply look at a chariot and know that it moves 5 places, and does 10 damage from memory. Instead you must inspect each individual unit your opponent is fielding, and it takes forever.

Don't forget that your AI opponents create 30 disparate variants of each unit for their own inscrutable reasons.

prometheusbound2
Jul 5, 2010

Cythereal posted:

What killed EL's combat for me was the design-your-own-units-from-templates thing.

I really, really hate that kind of thing, which plagues sci-fi 4Xes in particular. I don't want to design my own units or customize them to ridiculous levels. I want a premade list of units that each have a role and place in the game.

I think the only game that really did this well was Master of Orion II, back in the 90s. Different weapons had different roles; you weren't merely upgrading power levels. There were lots of special systems. Ship combat was small scale enough that individual ship systems mattered. Compare that with modern games like GalCiv where you have a huge variety of cosmetic options but a very basic rock/paper/scissors weapons-defense system and no control over actual combat. I tend to think nostalgia and slavish devotion to the "old school" is a bad thing, but this is one of the few areas where one of the genre originators hasn't been beaten.

golden bubble
Jun 3, 2011

yospos

Cythereal posted:

What killed EL's combat for me was the design-your-own-units-from-templates thing.

I really, really hate that kind of thing, which plagues sci-fi 4Xes in particular. I don't want to design my own units or customize them to ridiculous levels. I want a premade list of units that each have a role and place in the game.

Agreed.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Megazver posted:

I don't really like unit construction in 4X games and I've dropped games before just because they expected me to become a starship engineer, but it's simple enough in EL that I think it works fine and I actually enjoy it for the most part.

Powerful Arcen vibes from that screenshot.

habituallyred
Feb 6, 2015

KOGAHAZAN!! posted:

Stellar Monarch has manual fleet control though? Does it have an auto mode too?

Manual fleet control is an option, but a slow one. For offence you manually designate the planets you want to conquer and the fleets you have set to attack start sizing them up. Unfortunately I cannot recall the admirals ever deciding to attack a weaker planet after picking an overly strong target. Defence fleets are automatically set up around each of your border planets based on your fleet templates.

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

prometheusbound2 posted:

I think the only game that really did this well was Master of Orion II, back in the 90s. Different weapons had different roles; you weren't merely upgrading power levels. There were lots of special systems. Ship combat was small scale enough that individual ship systems mattered. Compare that with modern games like GalCiv where you have a huge variety of cosmetic options but a very basic rock/paper/scissors weapons-defense system and no control over actual combat. I tend to think nostalgia and slavish devotion to the "old school" is a bad thing, but this is one of the few areas where one of the genre originators hasn't been beaten.

That was fun until you wanted to upgrade your exisitng fleet that easily consisted of 100+ units and you couldn't upgrade them in bulk.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
SMAC was the only unit designer I thought added anything of value, even if bulk upgrading was a bit cumbersome. Just special abilities, and then best weapons/armor/both depending on whether you were building a defender, attacker, or all purpose dude. Maybe swap out some chassis for formers or colony pods. And even then it would have been fine without it.

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM

GlyphGryph posted:

SMAC was the only unit designer I thought added anything of value, even if bulk upgrading was a bit cumbersome. Just special abilities, and then best weapons/armor/both depending on whether you were building a defender, attacker, or all purpose dude. Maybe swap out some chassis for formers or colony pods. And even then it would have been fine without it.

Yeah, the unit designer could have been entirely replaced with standard units with no loss. With the exception of losing the ability to turn your standard troops into mobile war crimes wrt nerve gas and stuff.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

GlyphGryph posted:

SMAC was the only unit designer I thought added anything of value, even if bulk upgrading was a bit cumbersome. Just special abilities, and then best weapons/armor/both depending on whether you were building a defender, attacker, or all purpose dude. Maybe swap out some chassis for formers or colony pods. And even then it would have been fine without it.

Even then, the only things I ever really used SMAC's unit designer for was making formers with synthmetal armor so they'd count as combat units and shrug off worm attacks, and deciding which two of Comm Jammer, AAA Tracking, Hypnotic Trance, and Clean Reactor I'd put on my defense units.


Also, seconding not being enthused by these culture previews in the absence of knowing what any of this poo poo actually means. The Phoenicians probably have some kind of naval advantage, but the teaser didn't say anything about it. You'd think providing some vague explanation of what the units and districts do would whet the appetite of players and get them thinking about what cultures they'd like to play as for their preferred strategies.

Megazver
Jan 13, 2006
Brian Reynolds is on record saying that in retrospect the unit designer was a mistake and he would have tried to give each faction their own somewhat asymmetrical army instead if he could redesign it.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

habituallyred posted:

Manual fleet control is an option, but a slow one. For offence you manually designate the planets you want to conquer and the fleets you have set to attack start sizing them up. Unfortunately I cannot recall the admirals ever deciding to attack a weaker planet after picking an overly strong target. Defence fleets are automatically set up around each of your border planets based on your fleet templates.

I've played a few games of SM to completion and never once bothered turning on automated fleets. I'm mad, I guess.

Megazver posted:

Brian Reynolds is on record saying that in retrospect the unit designer was a mistake and he would have tried to give each faction their own somewhat asymmetrical army instead if he could redesign it.

I have a lot of time for unit designers and SMAC's in particular but this is a rad idea. I don't know if it'd make much sense for the genre in general but it would have worked great in SMAC.

What do you guys think each faction would have gotten?

Santiago is all about speed and flexibility, so I guess rovers, light naval craft and lots of air power.

Deirdre seems obvious- high on worm boils, low on machines.

Mass infantry and wave tactics seems almost too obvious for Yang. You'd maybe want to lean into the genejack/mastery of the flesh thing there- cyborgs and suchlike.

With Miriam, again, it seems almost too easy to rest on the religious stuff. And if you take that in an "unsophisticated zealots with crude equipment" sort of direction then you're going to be overlapping a lot with a presumed human-wave-Hive. Guerilla tactics, maybe? Stealth? I forget, were the Believers' favoured civics good for probe teams?

Zakharov, he's the science guy, so we're talking... high concept protoypes? Expensive, fragile, gimmicky and overspecialised? The guy who turns up to a fight with fifteen different types of scalpel.

That leaves Morgan and Lal as the ones with no really obvious way of war. Lal, I guess, is the "rules of war" guy, so he wants the most straightforward and "honest" army. A take a bunch of tanks and push them down the centre sort of guy. But as the economic powerhouse, Morgan also sort of wants to be the "mass materiel" guy. Tank columns for Morgan and... fire support for Lal? Combined arms, creeping barrages, that sort of thing? Drawing on Lal's position as the unity and cooperation guy.

You could make a case for Morgan as a "any thing you want, if you can pay for it" sort of guy, but that's a recipe for a balancing nightmare and a non-aesthetic.

Of course, we'd be talking stack-on-stack combat here, so we should probably approach it looking less at individual unit types and more at how the composite would feel in play.

Sarmhan
Nov 1, 2011

KOGAHAZAN!! posted:

I've played a few games of SM to completion and never once bothered turning on automated fleets. I'm mad, I guess.


I have a lot of time for unit designers and SMAC's in particular but this is a rad idea. I don't know if it'd make much sense for the genre in general but it would have worked great in SMAC.

What do you guys think each faction would have gotten?

Santiago is all about speed and flexibility, so I guess rovers, light naval craft and lots of air power.

Deirdre seems obvious- high on worm boils, low on machines.

Mass infantry and wave tactics seems almost too obvious for Yang. You'd maybe want to lean into the genejack/mastery of the flesh thing there- cyborgs and suchlike.

With Miriam, again, it seems almost too easy to rest on the religious stuff. And if you take that in an "unsophisticated zealots with crude equipment" sort of direction then you're going to be overlapping a lot with a presumed human-wave-Hive. Guerilla tactics, maybe? Stealth? I forget, were the Believers' favoured civics good for probe teams?

Zakharov, he's the science guy, so we're talking... high concept protoypes? Expensive, fragile, gimmicky and overspecialised? The guy who turns up to a fight with fifteen different types of scalpel.

That leaves Morgan and Lal as the ones with no really obvious way of war. Lal, I guess, is the "rules of war" guy, so he wants the most straightforward and "honest" army. A take a bunch of tanks and push them down the centre sort of guy. But as the economic powerhouse, Morgan also sort of wants to be the "mass materiel" guy. Tank columns for Morgan and... fire support for Lal? Combined arms, creeping barrages, that sort of thing? Drawing on Lal's position as the unity and cooperation guy.

You could make a case for Morgan as a "any thing you want, if you can pay for it" sort of guy, but that's a recipe for a balancing nightmare and a non-aesthetic.

Of course, we'd be talking stack-on-stack combat here, so we should probably approach it looking less at individual unit types and more at how the composite would feel in play.
I'd see Yang transitioning from mass infantry with high morale to clone armies and other "biological machine" type setups.
Miriam had +1 probe and preferred fundamentalism which grants +2 probe, so yea, stealth/ambush units, good offensively but limited defensive options.
University could focus on unmanned vehicles/robots and such, expensive to build but individually strong.
Morgan would probably be the one to focus on indirect fire,and be another high-cost unit faction- high cost in money but keep your people happy by avoiding casualties.
Lal would be combined arms/versaitility- the most earth-style army,wide variety of units available but no standout strength.

Athaboros
Mar 11, 2007

Hundreds and Thousands!



I could also see Morgan hiring mercenaries from all the other factions, maybe a baseline of generic units but then being able to pay for a few specialities from the factions he has good relations with.

berryjon
May 30, 2011

I have an invasion to go to.

KOGAHAZAN!! posted:

Deirdre seems obvious- high on worm boils, low on machines.
Deidre will go for tech solutions as well if not more so. She explicitly refers to her use of Boils as a "Hidden War", and when you read the flavour text for when you build a New Headquarters, you see that she rode into New Sparta riding on a Quantum Hovertank. There's nothing subtle about that.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

KOGAHAZAN!! posted:

I have a lot of time for unit designers and SMAC's in particular but this is a rad idea. I don't know if it'd make much sense for the genre in general but it would have worked great in SMAC.

Isn't that what Endless Legend does? Different units for different factions. I know you can buy some off the marketplace but they end up with pretty different armies regardless. I assume other 4X's do the same (or maybe they just do different visuals for the same units, I haven't played many to be honest).

Whether it would work for a historical TBS 4X is another matter... probably not I guess. Some unique units is probably about as far as that would get.

Super Jay Mann
Nov 6, 2008

For all of the game's other faults, I think Civ:BE had the best implementation of modular unit design in a modern 4X. Each class of unit was subdivided into several variants based on your affinity levels along with a sprinkling of more exclusive unique affinity units. And when you reached certain affinity levels and gained stronger variants you had the opportunity to apply one of several permanent bonuses to all units of a specific class (a choice between two bonuses, the choices being determined by the affinity you leveled up in). So you could customize the capabilities of your army as you progress without relying on silly "unit designer" interfaces that provide too many options that don't mean anything and can't be easily compared with each other.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
Anyway it turns out there's been quite a fair bit of content on the twitter I'd missed, so here's some. Mostly just really pretty art, showing off the terrain



and cities



but also some UI / mechanics hints, like this one of Vesuvius. I wonder what the little "moon" icon is in the bottom right corner? I mean I assume that's the next turn button, but what's the moon about, and the other moon+city icon next to it?



And this one showing the technology tracker. What is with that icon next to the faction name? In the screenshot above it's swords, in this one a pick-axe. Empire-wide focus or something?



There's also this video from last week, mostly interviews but does have some game snippets, and some oblique angle shots of their tech tree wireframe (mostly unreadable).

https://www.youtube.com/watch?v=HlfUtaxkEKE

Very intrigued by that military outpost there. I suspect that does not behave like a Civ 6 Encampment. In fact I can't even see a city in that huge stretch of territory surrounding that encampment :confused:

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
It seems to be following the EL thing where regions are pre-defined by the world generator and you can only have one city per region. I'd imagine an outpost is something like a pre-city where the city is in a vulnerable state before it becomes a city proper. Since that's exactly what they were in ES2.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Clarste posted:

It seems to be following the EL thing where regions are pre-defined by the world generator and you can only have one city per region. I'd imagine an outpost is something like a pre-city where the city is in a vulnerable state before it becomes a city proper. Since that's exactly what they were in ES2.

And exactly what CBE did.

Jeza
Feb 13, 2011

The cries of the dead are terrible indeed; you should try not to hear them.
The hex grid is masked really well. Looks a lot more fluid and natural in terms of mimicking geography than EL, at least from my recollection.

Danann
Aug 4, 2013

This is probably too obvious but I'm pretty sure that those urban areas in the screenshots are our districts and the farms/working camps are a visual representation of tiles being exploited for resources. Although at least this time the connection between that is more causal than EL I guess.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
Are there going to be ages in this like Civ? Like can you reach modern/future era?

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

Popete posted:

Are there going to be ages in this like Civ? Like can you reach modern/future era?

This screenshot (and early descriptions, come to think of it) shows there will be 6 eras



And from the latest video, the first four are Bronze, Classical, Medieval and Renaissance. That leaves two, I'm guessing Industrial and Modern.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.
I was at the London science museum today for their cipher exhibit and it occurred to me that the way combat works in EL could be ripe for some codebreaking abstraction (i don't mean actual codebreaking, but a simple "player A's codebreaking number is bigger than player B's because A put more money into it")

I say this because in combat you queue up actions, without knowing what your enemy is gonna do, and then it all plays out. Would be cool if you could unveil your enemy's actions like this, and conceal your own. Not sure what kinda difference that would make though, guess you'd have to shake up how combat works a little bit (e.g. artillery fires at where you think the enemy will be, instead of where it is)

Speaking of combat, i wonder how airplanes will work. I'm guessing you can't just do find-replace for flying units in EL because that would look like garbage

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
The world ends before airplanes are invented.

webmeister
Jan 31, 2007

The answer is, mate, because I want to do you slowly. There has to be a bit of sport in this for all of us. In the psychological battle stakes, we are stripped down and ready to go. I want to see those ashen-faced performances; I want more of them. I want to be encouraged. I want to see you squirm.

Popete posted:

Are there going to be ages in this like Civ? Like can you reach modern/future era?

Yes, but it also works such that for each era or age you play as a new culture, while retaining the bonuses and abilities from all previous cultures you’ve played. So you could pick a couple of early food/economy cultures and aim to crush your enemies in the mid game with a military culture. Or just go straight diplomatic with every pick.

Apparently you can also opt out of adding a new culture for the new era, increasing your bonuses from earlier eras - so a risk, but one that might pay off in terms of Fame or whatever their Victory Points are called.

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Pewdiepie
Oct 31, 2010

I hope they make a good video game instead of a bad one but I won’t hold my breath.

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