1.55 - Cultural Trait Feedback

Here are some notes on the cultural traits, both balance but a lot of it is text changes and clarifications.

Overall

  • In general the trees are more compact and I think "meatier". It was a bit too scattered before, overall the core of each tree feels a lot more solid.
  • Punctuation, some periods (.) wouldn't hurt, there are a lot of run-off sentences right now.
  • You use a lot of new terms in your traits that don't match other terms in the game. Its possible you are planning to shift other things to these new terms, but I am calling them out at the moment as "errors" until its noted otherwise.
  • The definitions are too wordy, we can clean and trim them down. I will give a few examples below, and you can copy them if you like the format.

 

Individualism

Private Property Rights: change to "+10% Gross Income and +5% expansion rate (core worlds only)". Expansion rate is a brand new term, what does it mean?

Self-Reliance: Productivity is a term that does not exist right now. Change text to: "+10% manufacturing and +5% gross income (core worlds only)

Autonomy: Happiness is a term that does not exist right now. Change text to: "+10% Approval and +5% influence (core worlds only)".

Privacy: What is espionage defense?

Competitiveness: All terms are not defined here. What is "military strength", is that weapons, defense, siege value....everything?

Self-Governance: This one comes too late in the tree to be competitive imo. Its great early one, but by this point I've normally solidified approval and I have the leaders I need.

 

Totalitarism

Purges: Unrest and security measures are two terms that don't exist right now.

Obedience: How much is unrest reduced by?

Conscription: Feels too late for this policy to be of good use.

 

Egalitarianism

Fairness: Probably too strong. It was already one of the best first trait picks, NOW you get a colony ship on top

Representation: How much influence do colonies generate?

Tolerance: Does the +100 influence mean I get an influence generation of 100, or a one time benefit? As a one time benefit its too weak.

 

Traditionalism

General: The title is a bit silly sounding, Tradition was perfectly fine a word for this.

Social Ties: Just noting there are a lot of policies that reduce crime in multiple trees, feels like overkill.

 

Progressivism

Innovation: Is there any difference between this and just saying +15% global research?

Breakthrough: Too weak at this point in the game.

Risk Taking: It would be good to at least summarize what the improvement grants.

Futurist: Same as risk taking

 

Pacifism

Kindness: What is the approval bonus? Compassion as an ideology no longer exists but this text still references it.

Empathy: This is a strange benefit for a ideology of pacifism. "oh we are at war.....eh that's fine"

Forgiveness: Similar to empathy, I'm getting diplomatic bonuses for being at war, that's really strange.

Serenity: +50% approval is bonkers good...like absolutely bonkers.

Peacefulness: A summary of the improvement would be nice.

 

Nihilism

Moral Relativism: +9% diplomacy seems rather weak compared to the straight up diplomacy bonuses of pacifism. I mean where can you even see your diplomacy score to know how good this is?

Fatalism: Did you mean resistance here rather than defense?

 

Collectivism

Mass Mobilization: What is a "system" in this context, do you mean planets?

Interdependence: What is a "all production types", what is a "connected system?"

 

 

 

13,582 views 18 replies
Reply #1 Top

Thank you for making this comprehensive feedback report!

Reply #2 Top

Great post.  I'll forward this.

Reply #3 Top

Didn't see anything reducing pollution.  Unless you changed the pollution mechanic this is going to be a problem.

Reply #4 Top

Well, you sure made picking traits a tougher decision by upping the base cost and then upping the cost of remaining picks dramatically with each new pick.  I think it would help if you added culture points to the info at the top of the main screen and let us see how they're accumulating as with Control and Wealth.

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Reply #5 Top

Quoting scifi1950, reply 4

Well, you sure made picking traits a tougher decision by upping the base cost and then upping the cost or remaining picks dramatically with each new pick.  I think it would help if you added culture points to the info at the top of the main screen and let us see how they're accumulating as with Control and Wealth.

Yeah the cost of culture inflation is such a great addition now I can completely ignore this feature after a hundred or so turns.

Reply #6 Top

As it is now I preferred the old system. The pacing for once was so much better with the old system and there was interesting and very useful perks to pick all over the place. A lot of them are now gone: starbase range increase, increase in culture point generation buildings, pollution reduction, etc. The old system was relevant for the entire game. Now you pick a couple of good perk in one tree and then that's it.

In all my years of gaming I usually go down the research route. In this new system, I'm back to my old habit of just going down a few perk in the progressivism tree and that's it. With the old system I actually went down other trees I wouldn't have before. Speaking of progressivism, Breakthrough should give you a one time 3000 Research or 60 research per turn for the rest of the game; that's just one example but with the cost of these perks, they really should give you an immense advantage in any specific trees.

It might just be a question of balancing the impact that event choices have on the the culture points cost, etc. But even then, I'm really missing some of the perks that were there before and are now gone. Imo, more work needs to be done here to bring back the fun and relevance of this game system.

Reply #7 Top

I keep telling the Devs if it ain't broke don't fix it the culture feature wasn't broke but they "fixed" it.

Reply #8 Top

Quoting scifi1950, reply 4

Well, you sure made picking traits a tougher decision by upping the base cost and then upping the cost or remaining picks dramatically with each new pick.  I think it would help if you added culture points to the info at the top of the main screen and let us see how they're accumulating as with Control and Wealth.

The UI feedback on this screen is a train wreck.  We need a lot more information on it.

I'll be living in this thread over Memorial Day as I'm going to be focusing on the Cultural Progress trees.  The idea is that they should be pretty infrequently gotten but extremely powerful. Much more so than currently.

 

Reply #9 Top

Quoting Frogboy, reply 8


Quoting scifi1950,

Well, you sure made picking traits a tougher decision by upping the base cost and then upping the cost or remaining picks dramatically with each new pick.  I think it would help if you added culture points to the info at the top of the main screen and let us see how they're accumulating as with Control and Wealth.



The UI feedback on this screen is a train wreck.  We need a lot more information on it.

I'll be living in this thread over Memorial Day as I'm going to be focusing on the Cultural Progress trees.  The idea is that they should be pretty infrequently gotten but extremely powerful. Much more so than currently.

 

I think the new format is fine, I just think the cost increase formula is too unforgiven. I can generally get 2 perks "relatively easily", but then by number 3 the cost gets really steep.

The thing I did miss was that the cost was impacted with how deep in the tree you have gotten. The idea seems to be that perks deeper in the tree are meant to be "stronger", so it makes sense that cherry picking from several trees (which will already have a price because I won't have discounts in that many trees) should give me less benefit but be cheaper overall. That has been lost in the new formula, and I think that part should be reconsidered.

Reply #10 Top

Quoting Stalker0, reply 9


Quoting Frogboy,






Quoting scifi1950,



Well, you sure made picking traits a tougher decision by upping the base cost and then upping the cost or remaining picks dramatically with each new pick.  I think it would help if you added culture points to the info at the top of the main screen and let us see how they're accumulating as with Control and Wealth.



The UI feedback on this screen is a train wreck.  We need a lot more information on it.

I'll be living in this thread over Memorial Day as I'm going to be focusing on the Cultural Progress trees.  The idea is that they should be pretty infrequently gotten but extremely powerful. Much more so than currently.

 



I think the new format is fine, I just think the cost increase formula is too unforgiven. I can generally get 2 perks "relatively easily", but then by number 3 the cost gets really steep.

The thing I did miss was that the cost was impacted with how deep in the tree you have gotten. The idea seems to be that perks deeper in the tree are meant to be "stronger", so it makes sense that cherry picking from several trees (which will already have a price because I won't have discounts in that many trees) should give me less benefit but be cheaper overall. That has been lost in the new formula, and I think that part should be reconsidered.

Agree the formula would work if it applied separately to each tree. and there were more ways (many more) to get points.

Reply #11 Top

Another way of putting it would be: how many tress should you expect to be able to maximize throughout an entire game on the largest maps ? 2-3-4-5-All of them ? Depending on how you answer this question, you could calculate the amount of points needed to reach that goal and set the pacing of culture gain according to this amount.

Personally, my preference is to be able to max most of them in the longest games. I understand that this might not be the goals here, but that's what I like the most in these kind of games. At the very least, you should be able to pick some really good low hanging fruits from all the trees and be able to max 3-4 all the way. Or, lock out the highest perks so that the only ones available are those based on the choices you made when creating your civ in the beginning of a game; this way you could make them extremely powerful while still allowing us to max out most of the other trees for the fun of it. Give us plenty of good choices and let us have fun along the way (dopamine mechanism ;) )!

One way this could work is to make the link between event choices and the cost stronger (I'm just following your current idea here). Like lets says I've mostly plated the scientific card for most of the game and now I start selecting more malevolence event choices as I progress, the cost of the malevolence tree should drastically go down and let me max it out much much more easily. I want to emphasize though that with time I should still be able to "max out" (with the above caveat) another tree even without choosing the corresponding events.

You could also play with the amount of culture points you get per turn somehow (you mentioned based on your capital I think before, etc.) to help us get there.

Reply #12 Top

I'm with Draver and Gypsy2299, I really enjoyed the previous culture system and found myself bouncing around teh various different options depending on how the game was going e.g. Need that Starbase Extension, need to remove pollution, need to buff my Governors now I've got more planets.  It felt my culture was evolving depending on the differing challenges in each game and was 'interesting'.  Balancing my preference for 'fair and demographic' with the challenges of pragmatism, authority in times of war etc was fun and felt like my culture was evolving in line with the game. Now you essentially need to pick from a limited choice at the start and stick with it given the cost of changing. I just uninstalled the insider build to go back and load a previous save game and definitely prefer the increased opportunity to choose in the previous version.

 

 

Reply #13 Top

Trait

Benefits

Status

Self-Determinism

+3 new leaders

Done

Private Property Rights

All planets get +1 Orbital Improvement Slots, Unlocks Entrepreneur

Doesn’t work yet

Self-Reliance

Citizens with Individualist Trait  get +3 to their stats

 

Autonomy

Governors get +10 loyalty,  +1 Policy Slots

 

Privacy

All individualists get a 25% approval bonus.

 

Competitiveness

New Policy: Reduced Regulations, Individualists on a planet provide +1 raw ealth.

 

Self-Governance

Governors will never rebel

 

Prestige

Prestige Victory Progress +25%

 

Purges

Unlocks Orbital Gulag

 

Obedience

Citizen Expectations lowers by 20%

 

Secret Police

Makes Secret Police Policy Available

 

Representation

Colony Culture increased by 1

 

Labor Rights

Unlocks Union Center Improvement

 

Diversity

Citizens now increase core world influence by their social skill

 

Social Ties

Citizens of our species no longer generate crime

 

Preferred Culture

Citizens of our species get a +10% bonus to approval

 

Innovation

Unlocks Innovation Complex Improvement,Citizens with the Progressive Trait generate +1 raw tech per turn.

 

Breakthrough

Hyperion Shrinker unlocked, +100 free research

 

Risk Tasking

Unlocks Shark Tank Planetary Achievement

 

Quantum Leap

+1000 Research

 

Collaborative [new]

Unlocks Hyperion Braintrust [first to build this gets 1% of all research of friendly civs]

 

Trustworthy [new]

Unlocks Nebulon Monetary Trust Wonder [first to build gets 1% of all gross income of friendly civs]

 

Moral Relativism

All event choices give awareness into every ideology.

 

Fatalism

Unlocks Death Commandos Executive Order, annihilate target enemy fleet.

 

Exploitation

Unlocks Exploit Workers Executive order.  Increases target planet manufacturing by 500% for 6 months.

 

Criminal Ties

Also unlocks Crime Wave Executive Order which increases crime on a target planet for 24 months by 200%.

 

Shared Belief->Communal LIving

Housing Districts provide +1 more housing.

 

Consensus

Citizen Expectations reduced by 50%

 

Cooperation

All Colonies receive +1 to Fertility

 

Unified Coordination

Logistics +12

 

MassMobilization

Unlocks Mobilize Executive Order which spawns a Transport when used

 

Interdependence

Minor worlds in our influence provide 3X the resources to their sponsor world.

 

Solidarity

Every non-core world provides +1% approval

 

Some of the trait work.

Reply #14 Top

I don't like the new handling of culture at all. Already from the second selection it plays then almost no more role, since one can select for a long time nothing more.
Better back to the old handling - I want to be able to select an advantage more often. Not only every 10 hours.

Reply #15 Top

Yeah, in general I think you are spot on with this.  Overall, I reall do not like the new culture trees.

Reply #16 Top

My thoughts on these below.

Quoting Frogboy, reply 13


Trait


Benefits


Status


Self-Determinism
--Is this you gain 3 leaders? Or you get 3 leaders show up in recruitment (text clarification)

+3 new leaders


Done


Private Property Rights
--Entrepreneur being the worker option? This looks cool.

All planets get +1 Orbital Improvement Slots, Unlocks Entrepreneur


Doesn’t work yet


Self-Reliance
--Is individualist something that all my citizens get with a specific policy? Seems like your giving out a lot of goodies to these individualists, would hate is that is just based on raw luck.

Citizens with Individualist Trait  get +3 to their stats


 


Autonomy
--Solid

Governors get +10 loyalty,  +1 Policy Slots


 


Privacy


All individualists get a 25% approval bonus.


 


Competitiveness


New Policy: Reduced Regulations, Individualists on a planet provide +1 raw ealth.


 


Self-Governance
--These feels too weak to be its own policy, or at least too situational.

Governors will never rebel


 


Prestige
--I'm worried this will become too "necessary" for proper prestige victories, forcing tree choice.

Prestige Victory Progress +25%


 


Purges


Unlocks Orbital Gulag


 


Obedience
--How is this fundamentally different than an approval bonus? Unless expectation does anything else, it just muddies the waters. 

Citizen Expectations lowers by 20%


 


Secret Police


Makes Secret Police Policy Available


 


Representation


Colony Culture increased by 1


 


Labor Rights


Unlocks Union Center Improvement


 


Diversity
--So 8 social = +8 influence? That seems crazy good, I'm guessing its more a % increase, which should be clarified in the text.

Citizens now increase core world influence by their social skill


 


Social Ties
--Seems awefully good, its weird to have a policy taht literally removes a core mechanic in the game.


Citizens of our species no longer generate crime


 


Preferred Culture


Citizens of our species get a +10% bonus to approval


 


Innovation


Unlocks Innovation Complex Improvement,Citizens with the Progressive Trait generate +1 raw tech per turn.


 


Breakthrough


Hyperion Shrinker unlocked, +100 free research


 


Risk Tasking


Unlocks Shark Tank Planetary Achievement


 


Quantum Leap


+1000 Research


 


Collaborative [new]


Unlocks Hyperion Braintrust [first to build this gets 1% of all research of friendly civs]


 


Trustworthy [new]


Unlocks Nebulon Monetary Trust Wonder [first to build gets 1% of all gross income of friendly civs]


 


Moral Relativism
--So each choice is like +1% to all ideologies?

All event choices give awareness into every ideology.


 


Fatalism


Unlocks Death Commandos Executive Order, annihilate target enemy fleet.


 


Exploitation


Unlocks Exploit Workers Executive order.  Increases target planet manufacturing by 500% for 6 months.


 


Criminal Ties


Also unlocks Crime Wave Executive Order which increases crime on a target planet for 24 months by 200%.


 


Shared Belief->Communal LIving


Housing Districts provide +1 more housing.


 


Consensus


Citizen Expectations reduced by 50%


 


Cooperation


All Colonies receive +1 to Fertility


 


Unified Coordination


Logistics +12


 


MassMobilization


Unlocks Mobilize Executive Order which spawns a Transport when used


 


Interdependence
--So a colony with 2 mineral now provides 6 mineral to the core world? That's pretty bonkers.

Minor worlds in our influence provide 3X the resources to their sponsor world.


 


Solidarity


Every non-core world provides +1% approval


 


Some of the trait work.

As others noted, you removed the pollution reduction one, and there is definitely a community desire to bring that back in some form.

Reply #17 Top

Was playing around again with Insider last night, and it seems that the Starbase range seems to have been extended. If this is true then it makes sense that the cultural trait to extend starbase range was removed.  But the choices to reduce leader cost  really need to be there.  Both of them and un-nerfed. The cost for leaders is rather obnoxious.  And then I noticed what others have been saying---I wasn't getting any culture points.

Also, I find it odd to have to spend a culture point to get an additional survey ship.  Need the culture points for other things.

Reply #18 Top

A suggestion is to either buff the rewards or reduce the costs of the traits to something in between.