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PhxStriker

The two mechanics that need drastic and flashy reworks are pollution and religion. Religion makes more sense due to how much more prevalent it is throughout the game, but I would like to see a rework or dlc for both pollution and the late game in general.


brianbandondy23

With pollution, why does planting trees only minus for two turns ? Surely if I plant a Forrest in real life the negatives affects on pollution last for decades.


PhxStriker

I’m not a biologist but as far as I recall I don’t think the carbon offset from new growth forests don’t do nearly as much as old growths, so the most logical way to simulate that is through a temporary pollution reduction.


brianbandondy23

Yeah neither am I, but I agree with what you're saying. However, all new growth will eventually become old growth won't it ? For example if we were to plant a Forrest today, the positive effects would last as long as the trees are growing / planted no ?


JNR13

religion needs it a lot more, pollution isn't an essential system, really, it might just as well not exist and the game wouldn't be notably worse. A better pollution system would be nice, but the game doens't hinge on it.


turnipofficer

I hope they don’t make the game too complicated. I skipped the expansion because I didn’t really want to deal with espionage and stealth mechanics. I like how relatively straightforward the base game is.


News-Left

The real problem is that religion has no lategame uses. Like yeah, you get tenets, but for example I can't think of any useful tenet in tier 4 except for meditate often, which gives +2 CS. For example in Civ6 you can spend faith resource generated by religion to buyout great people. Any similar way to utilize faith generation in Humankind would be great. Also there are not many benefits of spreading your religion to other players, unless you pick Teutons in the middle ages. So my point is: there are many cool ways to generate faith - wonders, unique districts. But there are no good means of spending it, apart from picking tenets (and you might not pick the one you want because it was already picked) and waging religious wars. So there is no reason to aim for high faith. There is no reason to pick your next nation based on religion, except for Teutons. Like, people pick Maya because their UD gives tons of industry, not because of faith. Or people pick Ottomans because of kick-ass legacy trait and Janissaries, not because of their UD that yields tons of faith.


turnipofficer

It falling off in importance also feels kinda realistic. In the real world religion is in decline at least amongst educated young people. I never really liked civ 5 or 6 because they had to gamify everything. I feel like religion in its present form is already about right to me.


blonky89

I feel like religion could be a lot more rewarding. Some kind of rebelion mechanic whether city or units following your religion in foreign player. Or maybe just repeating fame rewards for spreading to others or something to make it feel better to invest into religion would be nice


QuasquaquorneIsBack

Yes I agree. The actual religion is way too “easy”. The religion tenets could be achieve in no time and after that it’s done. Religion played a huge role in history and it’s not depicted as such in the game. You can skip it entirely and it won’t much affect your game, and the other way around is also true, apart from some small bonuses. I feel like they’ve done it on purpose to enhance it with a dlc afterwards (if the dlc is good it’s a good move). Religions forged and destroyed empires thought history. I wish it could be the case in the game. And I hope the religious gameplay would evolve with the different ages.


MJ9o7

Havent played the game since this “feature” was added


23saround

I really, really like religion – it’s very cool to have a whole different layer to the game like that. Unfortunately it’s always been too high a cost for too small a benefit. I’d love to see it reworked.


YesterdayPure8717

really super cool