QES said:
I agree that early game it should be hard to take cities. But a difficult to take city means fighting in stacks and seiges. It should also, occasinally be easy to take cities, dangerously easy, so battles would be fought out in "the fields" before cities get involved. It should eb and flow back and forth throughout history as the technology and tactics change.
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Some sort of ebb and flow would encourage and discourage army sizes over time. A "turtle" would have to adjust accordingly, and an "agressor" would have to plan ahead. Or use unique tactics (seige during hard phases), to capture citys. The Important thing is that during "Easy" phases, numbers and sizes of compariable armies are what save the day, where as during "hard" phases, the types of units and level of those units would matter more.
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This is exactly the sort of dynamic I love to see in a game. I'd go so far that is one of the reasons Civ has been to successful. As time goes by, different military aspects predominate in war. So I think it's pretty safe to say everyone playing FfH enjoys this sort of ebb and flow over the course of a game. (Just so long as it leands itself to more interesting game play and not just extra mouseclicking.

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My thoughts don't got to quite the same level of detail as yours but we certainly agree on the basic idea. I would not mind a lot of ebb and flow WRT ease of city capture. OTOH, designing in 'ebb and flow' is more ambitious than designing in 'ebb'. 'Ebb' is the meal, 'ebb and flow' is the desert. If we can afford desert, great!
The idea here is to encourage AI civilization survival into the midgame. Generally speaking, that will tend to create midgame maps divided up into many smallish realms. This is a more interesting midgame situation than one where the player is already one of the largest civilizations. Think of designed scenarios ... very rarely do you see scenarios where the player starts twice as big as the nearest rival. A possible way to get there might be:
Opening game: Cities have a very high +defense% bonus. The idea is to make Warriors and Archers powerful defenders against tier-2 units. (Note that very high city defenses would greatly enhance desireablility for the Drill promotion on dedicated garrison units.)
Midgame: The appearance of Macemen and theil ilk rougly marks the transition to the midgame. Simple assault of city walls by Macemen against Archers should be plausible, but very bloody for the Macemen. This is the midgame because of the "their ilk" part. This is when things like siege gear and spells and summoned critters are available to accompany the grunts. But this is also when defenders should see upgrades to Longbowmen, and Rings of Warding, and Castles appear.
Here is the ebb and flow portion, expressed in the race up the tech tree. Chand's idea to make mounted units kings of hidden nationality units fits right in here in the ebb and flow portion. So too does their expected counter: stealthy recon units. Ebb and flow comes from powerful city-cracking spells ... and their counter, the new assassin unit. More ebb and flow can be introduced by making, say, Rings of Warding more accessable. Perhaps other city defenses could appear, like moats.
"Oh no, the enenmy has built a moat! Oh boy! We have units with the amphibious promotion!"
Engame: At some point the ebb and flow oscillation swings too far in one direction and one civilization obtains the strategic initative. Sometimes quality units are able to crush any number of lesser foes. Other times quanity shows it has a quality all its own. Neighboring civs topple, lands are gobbled up; Ragnarok calls. Sometimes a nation can make itself an unassailable citadel. Their borderlands grow lush and green as they hew down the 'lesser races' that desparately pile on to derail the upcoming cultural victory.
If you can flip on your PC, boot up FfH, create a random map, and get that sort of dynamic in your gameplay, then FfH must be judged one of the best PC games of all time.
It is extremely ambitious to think FfH can deliver scenario-quality gameplay from random map starts, I have to acknowledge that, but I honestly think FfH has that lofty goal in sight. 95% of existing computer games (
Source: International Compendium of Fictional Statistics) fail to meet this standard. So it is asking a lot of the Design Team to produce a mod that performs so well. But hell ... we all know what 0.15 already does. Therefore we players are merciless in our expectations of the Team.