Life.....It's just more random.
In Civ right now building projects or units and movement are SO predictable. Battles not so until you get to the big odds.
Anyway, could the guys give some thought to injecting more chance into building and moving.
e.g. moving. "I just have to TRY and get someone to stop that marauding git cavalry!"
We could make a 'force march' (FM) option available to all units but make the chance of success more likely and chance of damage less likely for more experienced units. Whether fail or succeed there might be some damage to the unit after FM is over. We could make the extent of FM optional too - but the further you push them the more likely damage (fail or succeed).
e.g. building. Probably more thought required but even now when slavery or money is used to hurry projects maybe we could introduce a 'gamble' button (you don't have to push it!) that allows us to go even faster (win) or slower (lose).
Huh?
In Civ right now building projects or units and movement are SO predictable. Battles not so until you get to the big odds.
Anyway, could the guys give some thought to injecting more chance into building and moving.
e.g. moving. "I just have to TRY and get someone to stop that marauding git cavalry!"
We could make a 'force march' (FM) option available to all units but make the chance of success more likely and chance of damage less likely for more experienced units. Whether fail or succeed there might be some damage to the unit after FM is over. We could make the extent of FM optional too - but the further you push them the more likely damage (fail or succeed).
e.g. building. Probably more thought required but even now when slavery or money is used to hurry projects maybe we could introduce a 'gamble' button (you don't have to push it!) that allows us to go even faster (win) or slower (lose).
Huh?