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Humankind difficulty levels
Humankind difficulty levels












humankind difficulty levels

Right now the "barbarians" are just a generic run of the mill berserkers who go in guns blazing and die. (I'm not so interested in the example itself, but rather in conveying the mathematical process/systems problem I spoke of earlier in a way that's easy to understand I hope that part gets through as I know you guys can do it in any multitude of methods/changes after the proper conversations have taken place): Here is just an example of how I think you guys can start to address this issue. What results is a mediocre experience that has challenges for only maybe 1 or 2 playthroughs: Right now I see a bunch of exponential growth scaling systems with very linear or static problems/threat/challenges. Ethical questions and events in-game don't have any ultimate consequences other than nuisances about a tiny number of resources.Īftermath needs to do a fundamental rethink of its systems from a mathematical perspective.

humankind difficulty levels

They have political/moral/social expectations, values, an internal narcissism of differences, and irrational demands. Humans are more than just binary cogs beyond a representation of material needs met/needs not met.

humankind difficulty levels

Once you know about this mechanic, you stockpile a bit or invest a small amount in this direction, and its never an issue again. The only people who can fail them are those who don't know they exist (i.e. External threats are barely threatening a drought or invasion are minor nuisances in-game.a growing population outpacing its ability to provide for itself the complete reverse is true in-game at an alarming rate There is no sense of a Malthusian catastrophe, i.e.Resource scarcity is complete non-factor i.e in-game you have everything you need at your current site, its just a matter of infrastructure and resource gathering operations (RGO).Things that I would generally expect a post-apocalyptic setting to feature but aren't present in the game: My honest criticism is that despite being about a post-apocalyptic setting, Surviving the Aftermath doesn't have anything truly mechanically unique from other sim-city-esque games that aren't about post-apocalyptic scenarios. Once you have a basic starting build order figured out (and let me say there is a HUGE margin of error where you can't lose even on hard settings) that's basically it, nothing else to do. Catastrophes barely factor in-just quickly stockpile a lot of 1 or 2 resources-and zero deaths is extremely easy. Right now I can open the game, put down a lot of buildings in a certain build order and have a huge metropolis in quick order. The gameplay loop becomes rapidly plopping down tons of houses and resource gathering units until you get fed up with the micromanagement and then pat yourself on the back that you've effectively won the game. Society is stabilized and economic growth becomes a steep exponential growth curve. Learning the initial strategies for the first time and building up your colony early on is interesting however, once you start getting the basic infrastructure in place, you can't lose. Maybe I've been gaming for so long that I see too many patterns & repetition in certain genres, but I'm writing this in the hopes that maybe Aftermath-being in Early Access still-can break out of this mold that holds a lot of other similar games back.īuilding & Colony management games often have a fatal flaw.














Humankind difficulty levels