Improving blight

Blight sets the stage for the demonic colonization of the world. A barren world, as everyone knows, is more inviting to a demon than a verdant one. :coffee:

I'm suggesting blight is a planned, transitional point in the game where evil civs are given a relative disadvantage, impeding them from what would otherwise be an easy victory and giving good civs a respite to gather their strength for the end of the game--"the final battle," if you will. It's all very much in-line with the fantasy genre.

The AC is important because the each player's contribution to it suggests how well his civ will survive blight. Does one civ contribute 100% to the counter? Or are three civs each pushing it 33%? The former suggests a very dominant civ; if domination were that civ's objective, I expect it would have achieved victory before blight set in. Seen in this way, blight does not punish evil as much as it punishes weakness. Very diabolical, if you ask me.
 
Actually, my problem with Blight is that it comes once, and then it's gone, poof. I'd prefer a bunch of smaller Blights as the Armageddon Counter increases. Maybe at 40, 60, 80, and 100.
 
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