

Adding an entire mechanic to do one thing on one turn is already an extremely odd choice. Pollution, like faith, is another example of a mechanic that only exists to check box. There is no reason to force the player to individually acknowledge or ignore hundreds or thousands of provocations. That, and the fact that the AI is way better then the AI was for Civ VI launch, makes me think this game is way better then Civ VI was at launch.Ĭiv 4 did religion better then Humankind, which is kinda sad.Įxtremely basic diplomatic options are just plain missing.Ĭasus belli is faaaaaaaaaaaaaaaaar worse. I like the way building units removed population from a city, and disbanding them puts it back. Depending on how you feel about the controversial changes it makes, it may well surpass Civ 6 soon enough. While less interesting thematically it's brilliant from a pvp standpoint, though it's probably going to need more work to realise that OP: If polish is important to you, give this a pass for 6 months. The HK system is more than enough for a game that isn't even focusing on the fights too much.įactions: the culture system is meant to let you pivot instead of being locked into a playstyle from turn 1. Unit outfitting: usually mindless, and you didn't get to see it in action in fair fights too often. Lategame managing dozens of them (so many level-ups) was tedious. Heroes: meta involved funnelling exp into them at all costs early on, changing the incentive for exploration.

Quests: didn't read them more than a couple times, meta involved memorizing the triggers (and paths in ES2) and speedrunning them regardless of gamestate. To be fair, some of the stuff that's been dropped from EL and ES2 was clearly because it was neat the first time and then got old fast. Instead, this game is just alright, failing to really accomplish anything or push any boundaries that games before haven't already done. In my opinion, if Amplitude had tried to implement those things, this game could have been legendary. This game, in no way shape or form, achieves either of those two things in any more capacity than Civ 6. I don't think there's another game in a relatively similar genre that even comes close except for maybe the Total War: Warhammer trilogy. These two things, in my opinion, were extremely well executed and were what really set Endless Space 2 apart from other 4x games in general. Narrative choices that make you feel like you're actually changing the path of your civilization/species Diverse, unique factions that radically alter your gameplay experience What this game lacks that Endless Space 2 had is: I've played a lot of them (Endless Space, Stellaris, Galactic Civilizations, Master of Orion.) and I notice they all share a lot of mechanics and conventions in common that land-bound 4X games lack. Space 4X games are rather different beasts to traditional 4X games.

It's a pretty decent step forward from Endless Legend, from my perspective, but I disagree that it should be compared to Endless Space 2. It's Humankind versus Endless Space 2 and Endless Legend. TBH, in my opinion, what's telling isn't Humankind versus Civ 6.
