I like the overall project, but I have a few gripes with it, mainly early game is slow (until day 10/15, I feel like) and that a lot of information is obfuscated. It's however oddly deep and complex (and actually fun, once you get what you're doing), with different paths, decisions, etc.
Early game:
Early game with objectives is fine on first loop, when you're discovering the game, but it feels like a waiting game until you get able to deploy a commander with some skills on subsequent games. I might be playing wrong, but this is how it feels.
Proposed solutions:
Sped up early EE generation: increase EE generation early game by adding a new lower tier of extra EE generation at low Angst (for instance for chosen that comes with "pre-broken" vulnerabilities) or flat bonus +1 EE for first time core vuln reaches Lvl 1. Something doable pre day 10, ideally.
Faster tech acquisition: Keeping X tech from previous loop. Would allow you to quickly deploy commanders which is where the fun starts. A way to do it, influence could allow you to purchase various bonuses like tech, early commander with 2 or 3 uses...
Early game, low tech objectives: Removing "psychic reading" on subsequent loops, and add a "mini-game" to replace that. For instance, capture for 3 turn and use a special action to get access to a chosen specific intel, reach 1000 Angst, reach level 1 on 2 circumstances in the same battle, have 2 chosen captured at once... A lot of things are possible and it would give early game goals.
Information clarity:
The game is deep, and, even in mid game battle, every decision matter. However the information to make those decisions is obfuscated, a lot of time.
Issue 1: How much damage a basic action will do (threaten, atack...): Should be shown on hovering the action once information about the chosen have been obtained.
Issue 2: Less annoying compared to previous one, but still useful: How much damage the Circumstances actions should do for the current surround duration (while saying it's an estimate since a lot can have it change)
Issue 3: Explainig clearly how much Extermination/Evac will be generated with a differently colour coded warning when evac are done that Extermination will ramp up now. This information missing is especially annoying late game where you have to plan tightly the surround windows. Bonus would be a round estimate based on current unsurrounded chosen of how long before extermination is complete and an alert on the last turn before extermination finishes.
Issue 4: Basic information in combat window are missing, and you have to check in the guide. Putting them in combat would be nice
Proposed solution:
Code:
Traumas: (extra text shows up only if not contributing to opening - so if not purple text currently. An option would exist to enable/disable it. Off by default, with a reminder it exists in a tutorial text at some point and in tips, to avoid overwhelming new players)
FEAR: 0 [Lv 0] Need another chosen captured
DISG: 0 [Lv 0] Up to [max (floor(Defense/2), 1)]
PAIN: 0 [Lv 0] Need Lv>(previous defence level)
SHAM: 0 [Lv 0] Only grant bonus opening level
Circumstances: (extra text shows up only if Circumstances Lv =0)
HATE: 0 [Lv 0] x2 all damage per level, or x4 for FEAR
PLEA: 0 [Lv 0] x4 all traumas per level, or x8 for DISG
INJU: 0 [Lv 0] x3 all circumstances per level, x2 PAIN
EXPO: 0 [Lv 0] x2 all ally circumstance damage per level, also x2 own SHAM
Balance suggestion: Networked consciousness is such a comfort tech that I wish it came earlier. Or that a "suppressor less" commander got access to it early at least (for 2 or 3 EE, with a tech cost of 5?).
Forsaken training: I have not tried it much, but I don't get what I should aim for. You also "lose" days which... eh. And it's irreversible. As a side note, some kind of "induction" training for new Forsaken could be interesting to at least act as tutorial. Also, suggestion, physical transformation along their training (like Forsaken-y break) could be cool, but a lot of work, I guess.
PS: Looking at the decompiled code, either decompiler messes with me or you're mad and definitely working alone on it. Anyway, it's fun and quite robust, so who am I to complain. Monkey see big numbers go up. Neuron activation.