whyidie
Emperor
- Joined
- Dec 10, 2003
- Messages
- 1,187
Count me in among the group who would rate combat a low priority. 1upt was a nice change for me, but I'm so combat weary at this point I'd easily go back to stacks or even accept mini-maps as long as I had auto-resolve.
To meet the beetle speculation requirement, I predict :
They will keep 1upt and focus on untangling the map size, production, unit movement problem. 1upt lead to reduced production due to map size constraints. Typical 2 movements per tile coupled with 1upt and all of the movement restrictions (jungle, hills, forests, rivers) resulted in combat and exploration being barriers to fun after many hours. Movement was a chore.
On to wishlist :
Free the game up. Movement (no waypoints, no grouping, no escorting, questionable pathfinding 1upt, terrain penalties) of a large empire became too realistic at least in terms of frustration. Make moving from place to place easy so I can enjoy exploring and fighting again.
Free the game up 2. Expansion was for the experts or the the low level players. You had to be really good or play on a low level (in which case the AI added nothing to the game because it was a paper tiger) to be able to build a sprawling empire. Would like to seem them loosen the belt on expansion a bit in the next iteration.
I loved that cargo ships tipped the balance to coastal cities. Enjoyed rivers getting the gold bonus in earlier versions. Thought they did well in other terrain types to provide a chance (oil/petra for desert starts) for other terrain. Did I quit more tundra starts than I played ? Sure! But I'd prefer that result to every game being blandly balanced.
Visual uniqueness. Let the players and AI do something with the maps that changes the visuals. Roads were fun to tweak in prior versions but became a luxury due to worker (no masses of them anymore) and cost constraints. Half the fun of building the Great Wall in this game was for the visual aspect of it. None of the other wonders stood out on the main map. Booh! Forts were ugly or I would have built more. Trading posts weren't fun to tweak. I don't know what the solution is, but give us and the AI a way make changes to the visuals of each city. I loved running into the occasional AI that spammed trading posts/mines/farms. Unfortunately each city looked the same more often than not. Make the visual differences more pronounced.
Tell me whats happening. So much of the complexity of the game was lost because it was not readily apparent. Japans wartime expansion sputtered because they had no iron ? Mongolia wasn't Mongolia because of a lack of access to horses ? Lack of aluminum lead to shuttering of Koreas space dreams ? Portugal screwed because that ocean turned out to be a lake ? Spain buoyed by discovery and settlement of fountain of youth ? Sweden is desperate for coal so they can pop ideologies ? So much happens in the game that you have to dig for. Make it easier for the casual player to create a narrative for their game by bringing some of this information to the fore. As tacky as it was those little newspaper flashes from prior versions would be a step in the right direction.
To meet the beetle speculation requirement, I predict :
They will keep 1upt and focus on untangling the map size, production, unit movement problem. 1upt lead to reduced production due to map size constraints. Typical 2 movements per tile coupled with 1upt and all of the movement restrictions (jungle, hills, forests, rivers) resulted in combat and exploration being barriers to fun after many hours. Movement was a chore.
On to wishlist :
Free the game up. Movement (no waypoints, no grouping, no escorting, questionable pathfinding 1upt, terrain penalties) of a large empire became too realistic at least in terms of frustration. Make moving from place to place easy so I can enjoy exploring and fighting again.
Free the game up 2. Expansion was for the experts or the the low level players. You had to be really good or play on a low level (in which case the AI added nothing to the game because it was a paper tiger) to be able to build a sprawling empire. Would like to seem them loosen the belt on expansion a bit in the next iteration.
I loved that cargo ships tipped the balance to coastal cities. Enjoyed rivers getting the gold bonus in earlier versions. Thought they did well in other terrain types to provide a chance (oil/petra for desert starts) for other terrain. Did I quit more tundra starts than I played ? Sure! But I'd prefer that result to every game being blandly balanced.
Visual uniqueness. Let the players and AI do something with the maps that changes the visuals. Roads were fun to tweak in prior versions but became a luxury due to worker (no masses of them anymore) and cost constraints. Half the fun of building the Great Wall in this game was for the visual aspect of it. None of the other wonders stood out on the main map. Booh! Forts were ugly or I would have built more. Trading posts weren't fun to tweak. I don't know what the solution is, but give us and the AI a way make changes to the visuals of each city. I loved running into the occasional AI that spammed trading posts/mines/farms. Unfortunately each city looked the same more often than not. Make the visual differences more pronounced.
Tell me whats happening. So much of the complexity of the game was lost because it was not readily apparent. Japans wartime expansion sputtered because they had no iron ? Mongolia wasn't Mongolia because of a lack of access to horses ? Lack of aluminum lead to shuttering of Koreas space dreams ? Portugal screwed because that ocean turned out to be a lake ? Spain buoyed by discovery and settlement of fountain of youth ? Sweden is desperate for coal so they can pop ideologies ? So much happens in the game that you have to dig for. Make it easier for the casual player to create a narrative for their game by bringing some of this information to the fore. As tacky as it was those little newspaper flashes from prior versions would be a step in the right direction.