Are these complaints specific to THIS game, or this style of game? I don't play enough 4x to tell. This seems par for course for those I've tried. (and generally am never satisfied with as well.) This one kept me playing longer then most.
Replay. Im not sure how much is there. Each culture being visually distinct is neat. avatar outfit changes fun... but, I hardly see that being enough to justify replays really. its not like, each culture is RADICALLY different like Endless legend.
I'm def at the point I've basically won in the A.I. game, but am just waiting out the victory condition. doing tech/money win... although technically could declare war, and crush everyone faster. (I feel this is a genre problem) Pretty sure most of the "challenge" was me not knowing how things worked. which units were best.
I'm on "town". so it is set to easy.
Multiplayer? maybe there.
Waiting turns. yeah, happens alot. but, kindof the norm for the genre isnt it?
Maybe it could be balanced better. Like, I'm in vast led. tech, gold, industry high. but, each city has a queue of like 100 days of upgrade waiting to be made.. As, tech unlocks, require too much industry/gold to actually build. In the same sense, tech is unlocked, but blow through ages faster then can actually upgrade/build units often.
Diplomacy. felt like a few things were missing. grievance system.. but no gifts? not sure how you increase relations.
Access to goods without war. rng here I suppose. Have 1 nuclear mine in my territory. only other one is in primary enemies territory, and they don't have nuclear tech. so, cant access it. cant invest in it, etc. would need to go to war for it. no peaceful option is weird. (not sure if the invest in other cultures recource node culture feature would work, would likely make that culture best for endgame)
No idea how unit strength works exactly... not sure if there are hidden bonuses to higher tier units, or if its purely a factor of that nebulous unit strength stat.
- Combat Strength: defines the power of the Unit. When fighting another Unit, Combat Strength is used to define the damage dealt and received. Beware! A small difference in Combat Strength can lead to very different results
That last part is very true.
I was really confused on how boats worked for a long time... when you unlock boat tech. you don't need to actually build boats, to have units move across water. its a passive unlock. once you have the tech for "boarding vessal" boats, you can just send your land units into the water, and they will automatically change into those boats while in the water.
"applies boarding status to targets" has got to be one of the shittiest tooltips in history.
the encyclopedia does a much better job..
- Naval Transport Unit like Siege Units, Naval Transports are not built in Cities, rather Land Units transform into these Units automatically whenever they enter a water tile, allowing them to cross stretches of ocean before returning to their original form.
300 turns win condition. on one hand, probably going to have a clear winner long before that. But, at the same time, probably also means will hit that before doing mission to mars, or finishing tech tree, or killing the earth.. If you DON'T have a clear winner, it seems the 300 turn game end, doesn't allow much time for modern combat. despite so many modern units.
Settlers are bizarrely late in the tech tree.
Is there a use for influence late game? seems only merging cities, but not sure why I would really even want to do that.