Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Super Jay Mann
Nov 6, 2008

Davincie posted:

ew no, score victory is the worst possible one in every 4x

Through The Ages begs to differ :colbert:

I mean yeah it's a board game but still.

Anyway, really looking forward to seeing how the EL devs apply their pretty solid empire building gameplay in a more traditional Civ-style game, not looking forward to seeing their horrendous combat in those games get ported over in the process.

Adbot
ADBOT LOVES YOU

Super Jay Mann
Nov 6, 2008

JeremoudCorbynejad posted:

I'd like to see this tried in a 4X:

- Have four unit types, heavy infantry, light infantry, heavy cavalry, light cavalry - perhaps with a the extra specialist categories of seige equipment and artillery

- Have them oppose each other in a sort of rock-paper-scissors sort of way (i can't remember exactly what's good against what, I'd have to refer to my medieval warfare book)

- Stack everything so you can build an army with some combination of the four combat systems, and battles are stack v. stack, with terrain favouring certain combat systems (e.g flat confers a bonus to heavy calvary)

- Have a "tactics tree" not unlike Civ 5 social policies, unlocked with experience and providing things like e.g. "parthian shot" that confers bonus to light calvary, and get rid of unit promotions altogether (so actually a little more like an empire-wide promotion system)

- Have tech and access to resources confer bonuses to combat systems too

- Add in an RNG to spice it up slightly


...and see what happens. (Admittedly this doesn't address all the problems but i basically started with "military is a number" and made it minimally interesting)

You pretty much described Europa Universalis's combat system almost down to a T.

Super Jay Mann
Nov 6, 2008

I mean a lot of people just tend to reduce Civ IV's combat to "lol stacks of doom" without considering the nuances of how it rewards tactical unit composition on both offense and defense, the dynamics of whether to attack, whether to counterattack, how much risk you're willing to take on in how much of a force you bring and what units you attack with (remember that making powerful highly promoted units relies on keeping those units alive, so there's always an element of risk since only the most lopsided of combats are guaranteed wins), the role of collateral and first strikes and flanking, etc. etc. and think it's just a braindead "bring more units than the other guy and you win" which yes, is a valid strategy if you're capable of just bringing an overwhelming force (not to mention certain eras in base Civ IV where certain units just straight up beat everything, i.e. Cavalry and Tanks, but that's a balance issue, not a design issue). It's rather annoying. And to be fair a lot of people do the same thing for Civ 5/6, whose combat has problems but otherwise works exactly as it should in most situations. The difference being that while stacks are easy to parse and understand and, most importantly, write an AI for, those 1UPT systems are a mess that's difficult to get a grasp on in anything further than surface level and in which an AI is hopelessly overmatched against any competent human.

EL manages to somehow have the worst of both worlds of stacks and 1UPT which is why I really hope they figured out how to make it work in this new game. Cause I am not filled with confidence right now.

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.

Super Jay Mann
Nov 6, 2008

Stairmaster posted:

Is through the ages really that good?

Picture a typical PC 4X game in your mind, then simplify and abstract all of its mechanics until only the fun stuff is left and that's basically Through the Ages.

it's a brilliantly designed game that was hampered somewhat by being a physical board game with tons of fiddly bits and manual bookkeeping that made games take ten million hours. The digital version naturally fixes all that so you can play the game without having to waste an entire afternoon doing so and is the de facto best version of the game. And it even has an AI that works too.

Super Jay Mann
Nov 6, 2008

Why are they so hesitant on giving us any useful information on how the game actually plays?

Even if it was just one sentence saying "it's literally Endless Legend but irl" that still provides more clarity than what we've seen so far.

Super Jay Mann
Nov 6, 2008

JeremoudCorbynejad posted:

That's what civ players call forward settling

:monocle:

Super Jay Mann
Nov 6, 2008

Started up a game, interface is dense but very well organized, as per usual from Amplitude. Maybe it's just familiarity with the structure of empire-building on Earth as opposed to Fantasyland or IN SPAAAAAAACE but this clicking a lot more with me from the get-go than either of the Endless titles did.

Not far enough in to get a handle on everything that is involved in combat, but first impressions are that I greatly appreciate simplifying units to a standard "combat strength+modifiers" format rather than the deluge of stats, abilities and equipment bonuses you're inundated with in the Endless games. Or maybe it expands to become more needlessly complicated later, but at the very least the combat system starts out as simple and straightforward, which is already a massive improvement from Amplitude.

Adbot
ADBOT LOVES YOU

Super Jay Mann
Nov 6, 2008

IAmThatIs posted:

F-35 for America? SMC for Australia??

What's next lmao Saudis with the Mecca mega hotel? Iraq with Project Babylon?

Anyways, had they previously mentioned the August 17th release date?

Indians with the Delhi Apartment Complex.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply