Camber
Resident Family Therapist
After playing for awhile, I'm beginning to wonder what deranged universe Kael and the others in the development team from from, where Armageddon leads to almost only negative outcomes. Granted, this is a fantasy world, but when you have obviously Christianesque elements like the "Four Horsemen" and "Armageddon," it begs the question where the Christ-figure is (or more to the point, why he was left out), and why the counter reaching 100 doesn't trigger something along the lines of the Second Coming.
Okay, let me back up.
No, I wouldn't like the game turned into some kind of Christian fantasy. I'm starting out with intentionally provocative statements to get a discussion going. Yes, I have read the bit about no unicorns and rainbows; e.g., dark fantasy means you aren't necessarily going to have happy endings. I get all that; I wouldn't want to sissify the game, and I appreciate that it's cool to have dark and evil stuff you can play with.
But forcryingoutloud, does it have to be SO unbalanced? It seems like most of the cool stuff in the game mechanics--like the way hell terrain works, advancing a vampire into lichdom, cranking up the Armageddon counter to see what interesting stuff arrives, the Sheamin planar gates, etc.--are all focused around the Bad stuff. It's as if the developers have a massive blind spot in their imaginations when it comes to all things Good.
Why is it that almost all the things you can do that will affect the Armageddon counter are on the plus side? Why is it that there are no Good equivalents of the Four Horsemen (with the possible exception of the Mithril Golem, but that is Neutral at best)? How come we never get to actually see the "child who will bring peace to the world" that is spoken of in the event--that would be very cool if some hero unit (one with a world spell that forces peace on all civs) appeared in one of your cities like 30 turns after that event, but you only get to keep it if you are Good (an option is given to turn to Good alignment and switch religions if necessary). How is it that we don't have attitude adjustments for Good mana types (i.e., "+4 You use Law mana") with good-leaning civs? Why the hell are neutral civs allowed to summon Basium???!!! That makes absolutely no sense--neutral angels. If Basium is straddling the fence between Good and Neutral, then we need an additional summonable civ that is a true counterweight to the Infernals--one that will only work with you if you are Good, and one that will refuse to fight against Good civs.
In short, Good needs a makeover in this game; it's far too obvious how biased the game is toward Evil. Maybe I've just missed the development thread stating that in Ice all this is planned alongside the Scenarios development. Hopefully.
Okay, let me back up.
No, I wouldn't like the game turned into some kind of Christian fantasy. I'm starting out with intentionally provocative statements to get a discussion going. Yes, I have read the bit about no unicorns and rainbows; e.g., dark fantasy means you aren't necessarily going to have happy endings. I get all that; I wouldn't want to sissify the game, and I appreciate that it's cool to have dark and evil stuff you can play with.
But forcryingoutloud, does it have to be SO unbalanced? It seems like most of the cool stuff in the game mechanics--like the way hell terrain works, advancing a vampire into lichdom, cranking up the Armageddon counter to see what interesting stuff arrives, the Sheamin planar gates, etc.--are all focused around the Bad stuff. It's as if the developers have a massive blind spot in their imaginations when it comes to all things Good.
Why is it that almost all the things you can do that will affect the Armageddon counter are on the plus side? Why is it that there are no Good equivalents of the Four Horsemen (with the possible exception of the Mithril Golem, but that is Neutral at best)? How come we never get to actually see the "child who will bring peace to the world" that is spoken of in the event--that would be very cool if some hero unit (one with a world spell that forces peace on all civs) appeared in one of your cities like 30 turns after that event, but you only get to keep it if you are Good (an option is given to turn to Good alignment and switch religions if necessary). How is it that we don't have attitude adjustments for Good mana types (i.e., "+4 You use Law mana") with good-leaning civs? Why the hell are neutral civs allowed to summon Basium???!!! That makes absolutely no sense--neutral angels. If Basium is straddling the fence between Good and Neutral, then we need an additional summonable civ that is a true counterweight to the Infernals--one that will only work with you if you are Good, and one that will refuse to fight against Good civs.
In short, Good needs a makeover in this game; it's far too obvious how biased the game is toward Evil. Maybe I've just missed the development thread stating that in Ice all this is planned alongside the Scenarios development. Hopefully.