![]() ![]() This is my opinion, but I think we are losing something when applying this system to a more fantasy, pre industrial setting. The other issue is that the core of the system stems from endless space, a system that is fine for an advanced civilisation simulator, with it's sharp and distinct technology aims (economical, military, terraforming, etc) and "modern" multi system combat units with a lot of weapons and countermeasures. What is worrying me is that the game is pretty lenient in the direction you can take and this could be hurtful to the uniqueness trhoughout several play sessions. It's hard to grasp what a balanced mid to late game play will feel like because of the AI inadequacy and yet to be added features. I love so far many elements of the game, especially the more distinct features like the visuals and city and combat system. I think there are several elements that contribute to the attractiveness of the 4x genre, among them the challenge(s) of course and something I would call the "narrative", by which I mean the way you contribute to a story by playing, which is based on the visuals/lore and hopefully some mechanics You may build "wonders" in cities either unique among or within factions, which bear important effects either empire or city wise Units pick skills or perks as they level, even non heroes. Tile types can be modified by workers and magic, thus changing their resources output and combat modifiersįactions often have some terrain specific interactions and one or two unique heroes. You can found and pick religions with varied effects. To change your empire characteristics you can choose among varied political agendas each with different pros and cons. To modify terrain production you build features on tiles To introduce tactics many skills and terrain modifiers are applied to units Units are stacked on tiles, their power decrease with their hit points and defending order is sorted by power. each branch provides both economy and military techs with distinct flavors Technology is tree based as often with a few quite linear branches. It can affect total production but mainly create inactive citizens (who still eat!) Happiness is lowered by total pop in each city. You can have population producing resources on their own but it's not very efficient at start Like in Civ, resources are produced mainly by population working city tiles. And of course comparing both is not fair because one is an alpha and the other is the result of years of modding. I do not want EL to be a Civ clone, this is just a way to compare the effects of different mechanics. ![]() I'm going to refer several times to Civil IV's Rise from Erebus modmod because it's my most played similar game and I like many of its features. Currently I'm waiting for new features before restarting games, and I'm going to explain where I feel the game is headed and what I hope it could be Disclaimer : This is the result of my several T3 and T4 games. ![]()
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