Logo Platform
logo amplifiers simplified

Wishing for two extra game options: City Limit & Faction bound Heroes.

Copied to clipboard!
6 years ago
Aug 29, 2018, 3:26:42 AM

City / Settler Limit:


An option for us to set the maximum amount of cities a player can build.

This could make expanding into new regions much more strategic.

Also makes Conquest Victories on larger maps with many players more enjoyable.

Can have a minimum of let's say 5, so Cultist and Allayi can't "exploit" this option.



Faction bound Heroes:


An option that makes it unable for us to recruit Heroes that aren't from our Faction

Maybe change the Market availability of these when tagging this option.

This would be a bit more immersive and makes Factions even more unique !


I am well aware of Faction Quests that involve recruiting other Heroes.

So these will have to be able to still recruit their needed Quest heroes.



===============================================================================

Thanks for reading and sorry if this was sugested already, have not checked all threads.

Will remove this one if that is the case :)

===============================================================================

0Send private message
6 years ago
Aug 29, 2018, 1:25:24 PM

The problem with City/Settler limit is that you automatically make it impossible for races that favor the Expansion victory type to win by that method unless you change the win condition so that the first person to reach the limit wins by expansion, which would make the win type entirely too easy. 


The second option (faction limited heroes) eliminates a lot of strategic options through diversifying your capabilities. 

Updated 6 years ago.
0Send private message
6 years ago
Aug 29, 2018, 3:59:55 PM
Witness41920 wrote:

The problem with City/Settler limit is that you automatically make it impossible for races that favor the Expansion victory type to win by that method unless you change the win condition so that the first person to reach the limit wins by expansion, which would make the win type entirely too easy. 


The second option (faction limited heroes) eliminates a lot of strategic options through diversifying your capabilities. 


-You can also flat out disable Expansion Victories as a win condition so I don't see why this should be a problem.

-About the Heroes, I'm well aware you'd lose some potential strategic advantage.  It's part of the fun for me, playing many different games.


At the end of the day, I sugested them as options.  For us to set up even more diverse games.  So they can be left turned off for those who don't like them.

Thanks for the reply.


0Send private message
6 years ago
Sep 1, 2018, 11:48:25 AM

While I am at it.


Would also be nice to have some sort of an Army limit option when setting up your game (Garrisoned Units excluded)


The main reason I would like these changes is because I play on Endless Difficulty, on "Slow" (450 Turns)

And at around turn 100-150 the game becomes a real drag.

30 Seconds between turns and it will only get worse as the game goes on.


(So if you do the math, you'll sit 1.5 hour waiting between turns if you would aim for a 450 turn Score Victory)


Because the AI puts out so many units and needlessly moves them around, causing a lot of wait times.

This is even worse on water maps with his GAZILLION Fireships moving around, haha!  Boy do they love them...


So these extra OPTIONS, should offer for more smooth long games.

- Army Limit

- City LImit


0Send private message
6 years ago
Sep 4, 2018, 3:02:40 AM

In all of the Endless game sI think there could be some minor improvements to ther hero market by "forcing" there to always be at least one faction appropriate hero for any player. In a lot of cases faction heroes have a strong synergy wit ha core gameplay loop for their faction (Looking at you Broken Lords/Forgotten). 


I'd say populate the "exlusive" hero options offered to a with their faction first before offering non-faction heroes. This more or less guarantees that whenever a new hero enters the market for a player it will be their faction if they don't have tehir own faction available already.


As for turn times due to AI armies: That can really be fixed by tweaking how the AI values moving armies and reducing the number of armies they create. Army combat in this game doesn't strongly favor "hit and run" tactics, in fact its generally stromngest to keep a core of 1-5 armies moving otgether to overwhelm opposition. The AI should operate under that general tactic. It should also garrison armies that it doesn't "need" for tasks. The question is whether the AI can be made better at determining when it needs more armies rather than preferring to just pump them out forever.

0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message