Bluemofia... Enslavement for units is really more of a "reward" than a Reality of Practicality. We see a Unit Die but then see a unit appear after. Look at Great Leaders. The Elite Unit that Created the Great Leader remains but where does the Great Leader Come From? ...The Dead unit?
The Bottom Line to the Squids enslaving more of their Kind is due to the fact that they cannot be built and because players are not suppose to be able to reach and capture Adventure Island any time in the Early Game.
I could for example make the Game far more Challenging to prevent a player from capturing almost all Zombie Buildings before reaching the last Techs and having the ability to go to Adventure Island to capture the Makou Cannon.
I understand that having some possibility of gaining Adventure Island early is good but if that were easily accomplished the game would be far too easy and none challenging.
The Survivors and the Company are meant to go for their "Escape" Wins but I wanted to also set the game where a player could opt for a Conquest Win if wanted.
IF there were not many Giant Squids, the Authorities for example could gain Adventure Island easily.
What I see is that the Game is a Bit too easy because players should not
basically gain almost all Zombie buildings before reaching their last techs... of course the Makou Cannon would then not be of much value. The Key is to have the game difficult enough so the Zombies have many buildings remaining by the time a player reaches the Techs that allow them to Airdrop or Beam Units to Adventure Island to gain it and the Makou Cannon.
The Detectives are suppose to have all terrain as roads and this will be corrected. Even though this is a minor thing, it is important. This is the Only error I have seen in the thousands of details concerning the game. Having to Upload the Game again for this is a Bummer at best.
odintheking has started working on "Flamin' Hero" again and this can also be added to the Update when it is completed.
...as for the Giant Squids...they can be set where they do not enslave and the game adjusted again where it will be more difficult to gain almost all zombie buildings before reaching the last tech advances...this was the intention but because many players do not play as well as others, a "happy medium" was attempted. Personally, I find the game very easy on 12A but I cannot use my play as judgement for all players in general...so I thought I had the game adjusted about right for 12A level where it would be challenging for the general player and at least fun for most.
I gather that the game is a bit too easy because players in general should not easily capture almost all Zombie buildings before reaching the late Techs and the ability to gain Adventure Island and the Makou cannon when it will be worth gaining. There would be no point to the Makou cannon and its abilities if the Game is already Won before gaining it.
Sure we would all like to have the cannon early but in the end if we did gain it too soon the game would be won too early and not much fun. Thus the Giant Squids as a Major Deterrent.
It would be very easy to adjust the Zombies with a little more strength for the early game to offset a player being able to gain most of the Zombie buildings before reaching the last techs. This would then make Capturing Adventure Island and the Makou Cannon more desirable and needed.
I will have to "regroup" and consider everything. I now feel that the Update should be removed until it is completed and final.