1.12 development is winding down, which means that I'm gaining a lot of freedom to do many different thing in subsequent development. Not only do I already have plans in many different areas with different degrees of detail, I can also start thinking about more drastic and revolutionary changes, which currently leads to lots of Inspiration and Big Ideas.
In short, I feel constrained in a couple of areas and kind of want to push the envelope of what an RFC game can be a little more.
RFC started out as BtS rules + history simulation mechanics on an Earth map, with very little changes. DoC started out as not that different in principle, although the mindset shifted a bit to more wide-ranging changes over time.
1.12 is probably the version reflecting that the most, there were less "more stuff" additions (I think it's the first new version - disregarding earlier versions that were more like new revisions are now - that did not include a new civilization) and instead focused more on redoing mechanics. Some rather bold choices like completely removing or replacing RFC staples like mercenaries, stability and congresses cam from that.
I'm still not sure how that went down, especially the new stability system was met with rather mixed reactions and frequent criticism when it first appeared. That was an expected part of the process because it affected a lot and therefore could not have been perfect on the first try. I have attempted to address most complaints, and the criticism seems to have died down - but I am not entirely sure if that is because I have successfully addressed the issues and the system works now, or because I have successfully driven away everyone who dislikes it.
In any case, these are all RFC mechanics, and I plan on tackling more of them (birth of new civilizations in particular), but more and more I'm thinking about going beyond that and also changing core mechanics that come from vanilla BtS. I'm thinking civics, religion, culture and trade. Unit roster changes have already been discussed, which might prompt larger than minor changes in the tech tree, and so on.
All of this goes beyond what this mod has traditionally attempted to address, but I am not sure if it is the right direction to take. BtS mechanics and content can be limiting in many ways and abandoning them could enable many cool new things, but they also provide a familiar common ground for players who transition over to the mod.
So what do you think? Please voice your opinion here if you care about this, a poll will be following. I am not sure myself and talking about this will certainly help making up my mind.
(Results of the poll are not binding )
In short, I feel constrained in a couple of areas and kind of want to push the envelope of what an RFC game can be a little more.
RFC started out as BtS rules + history simulation mechanics on an Earth map, with very little changes. DoC started out as not that different in principle, although the mindset shifted a bit to more wide-ranging changes over time.
1.12 is probably the version reflecting that the most, there were less "more stuff" additions (I think it's the first new version - disregarding earlier versions that were more like new revisions are now - that did not include a new civilization) and instead focused more on redoing mechanics. Some rather bold choices like completely removing or replacing RFC staples like mercenaries, stability and congresses cam from that.
I'm still not sure how that went down, especially the new stability system was met with rather mixed reactions and frequent criticism when it first appeared. That was an expected part of the process because it affected a lot and therefore could not have been perfect on the first try. I have attempted to address most complaints, and the criticism seems to have died down - but I am not entirely sure if that is because I have successfully addressed the issues and the system works now, or because I have successfully driven away everyone who dislikes it.
In any case, these are all RFC mechanics, and I plan on tackling more of them (birth of new civilizations in particular), but more and more I'm thinking about going beyond that and also changing core mechanics that come from vanilla BtS. I'm thinking civics, religion, culture and trade. Unit roster changes have already been discussed, which might prompt larger than minor changes in the tech tree, and so on.
All of this goes beyond what this mod has traditionally attempted to address, but I am not sure if it is the right direction to take. BtS mechanics and content can be limiting in many ways and abandoning them could enable many cool new things, but they also provide a familiar common ground for players who transition over to the mod.
So what do you think? Please voice your opinion here if you care about this, a poll will be following. I am not sure myself and talking about this will certainly help making up my mind.
(Results of the poll are not binding )