Lord Shadow
Admiral
- Joined
- Oct 14, 2005
- Messages
- 2,177
Frequently randomizing tile yields would reduce micromanagement? Not at all. Quite the opposite: players who value efficiency would be forced to micromanage citizen assignments on every city every time the "season" changes and the yields change. No problem for the AI, but hell for the player.I do like the guy's suggestion to introduce random eurekas. They might be somewhat random and not completely random, so that you don't get a boost for rocketry by building a damn slinger, of course. I remember a while ago someone on this forum argued that randomizing yields from tiles (representing better and worse harvest years) would help to get rid of the tedious micromanagement. In a similar way, random eurekas will make progressing along the tech tree less boring from game to game.
Of course, those interested mostly in multiplayer will not like it, so this could realized as an option.
As for randomizing Eurekas, it's an example of a realistic stance taken for realism's sake, without any consideration for actual fun. Eurekas are an interesting mechanic that give players mini-objectives in order to get a reward. All that would be lost if they simply became random. Sure, the AI wouldn't have trouble with them, but randomness won't reasonably solve AI problems. Might as well make combat damage random and load the dice in the AI's favour: boom, 1UPT "solved".