oSiyeza

Prince
Joined
Sep 27, 2013
Messages
588
Location
Spain
As I posted in the bug section. The apocalypse mode lacks progression and having 1 disaster per turn during the whole game (this is now a hard limit too), creates weird problems such as game not being balanced for bigger maps, volcanoes disappearing as the climate change kicks in and all disasters disappearing when the comets come.

Here are my suggestions on how to fix it.
  • Remove the restriction of 1 disaster per turn. (Needed for bigger maps and for balance reasons, this limit also causes the volcanoes to disappear as other disasters increase).
  • Scale back the number of volcanoes. Right now, we have more volcanoes (specially on phase 1), than all other categories of disasters combined. Also early game does not need to have one disaster per turn in standard maps.
  • Have the number of volcanoes fairly constant through the whole game. And allow the game to progress with more disasters as the global warming starts.
  • Add a new intensity level of disasters (category 6 storms, hyper mega colossal volcanoes, 10 000 year floods…).
  • Overall let disasters progress through the game. So phase 1 has less disasters than currently, and late phases are a bit more disaster heavy than currently, especially in intensity with the addition of the new intensity level of disasters in these phases (Overall, I don’t think more frequency is needed for standard sized maps, but is ok if phases 5 and 6 have also an increase the in frequency of disasters).
  • Don’t make the global warming and all other disaster disappear when the comets come. Would be good if the players can perform the Carbon Recapture project to ready themselves for the apocalypse, but are punished if they don’t.
  • Separate the Final comet strike from the global warming and start the game with a countdown to the end of times. First both mechanics should not be tied together at all. Secondly there is no reason to not allow carbon free players not go happily into the comet doom. Also disasters could have a doom modifier in addition to a global warming modifier. So the game can progress more naturally into the apocalypse, while the global warming is still relevant.
Other suggestions:
  • Drastically reduce the Aid request competitions.
  • Make the soothsayer a religious unit, so it can be fought with faith heal in holy sites... etc (many posibilities here to tie them with religious mechanics).
  • Change the appease the Gods competition so second place gives a new soothsayer unit and first place gives a new soothsayer and grants a new promotion for present and future soothsayers. Currently, the second place is better than the first, and the rewards are overall very weak.
  • Give the soothsayer a small range to cast disasters.
  • Create a visual replacement for modern times soothsayer units (cultist). You should not be going around with a wooden chariot in the atomic era.
 
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