void_genesis
Prince
- Joined
- Apr 12, 2011
- Messages
- 429
I would support the broad philosophy that upgrading units shouldn't be an automatic action in every game. While I wince at the cost for some upgrades (and agree some seem much bigger than others) I think it makes for better gameplay when you have to pause and think if something is worth doing or if another approach will have a better pay off.
On that note would it be worth considering diversifying the possible military strategies in the late game through the ideologies? To throw around some ideas- order could field bigger armies of cheaper units, autocracy could maximise attack strength or rate of experience gain for more bang for your buck, and maybe freedom could be more defensive (higher unit strength, with same attack strength).
If this could be coupled with tweaking the ideology tourism/conversion system so you usually ended up with a major division between two dominant ideologies leading to a major late game conflict (world war) it would make the build up and end game really fun. The current balance where the initial tourism leader converts everyone is a bit dull. Would it be enough to make AI that are neutral or hostile to the player pick the second most dominant ideology be enough? That way a culture victory needs not only tourism output, but careful diplomacy to avoid irritating too many AI into becoming enemies in the late game.
On that note would it be worth considering diversifying the possible military strategies in the late game through the ideologies? To throw around some ideas- order could field bigger armies of cheaper units, autocracy could maximise attack strength or rate of experience gain for more bang for your buck, and maybe freedom could be more defensive (higher unit strength, with same attack strength).
If this could be coupled with tweaking the ideology tourism/conversion system so you usually ended up with a major division between two dominant ideologies leading to a major late game conflict (world war) it would make the build up and end game really fun. The current balance where the initial tourism leader converts everyone is a bit dull. Would it be enough to make AI that are neutral or hostile to the player pick the second most dominant ideology be enough? That way a culture victory needs not only tourism output, but careful diplomacy to avoid irritating too many AI into becoming enemies in the late game.