Topic: More economic?
ilguido |
Posted at:
2020-05-05, 22:05 UTC+2.0
I think that the game should emphasize them instead. The trick would be resource management: more complex societies should be critically dependent on some limited resources for their complexity, so if the Barbarians can get a very large empire early on and then wear out the inevitable Atlanteans come back, they should find themselves in a good position in a late game with low iron, coal etc. For example, is water a limited resource? I think it should be. ![]() ![]() |
hessenfarmer![]() |
Posted at:
2020-05-05, 22:19 UTC+2.0
The point of King of nowhere was that there isn't any late game in about 25% of our maps. They are over after an hour of playtime if played against any skilled player, even if 2 of them are playing a game. so we can't be to different. It is already the case that e.g for crater you simply can't choose anything else then atlanteans. Som the aim is to make another choice at least thinkable.
I made a proposal to implement this some time ago. Although I am still appealed by this there were a lot of good arguments against it. ![]() ![]() |
ilguido |
Posted at:
2020-05-05, 22:44 UTC+2.0
My point is that complex economies should be able to produce more at the cost of consuming more. Natural resources like trees or water should be naturally replenished, but the Atlanteans, for example, should exploit those resources at a rate much faster than the natural replenishment rate, so risking to ruin their economy if they are not quick enough to take out their enemies when they are in a winning position.
Edited:
2020-05-05, 22:45 UTC+2.0
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niektory![]() |
Posted at:
2020-05-05, 23:26 UTC+2.0
I can't find that one... ![]() ![]() |
hessenfarmer![]() |
Posted at:
2020-05-06, 08:23 UTC+2.0
Seems like memory is fading some times. Last years schedule was round 5 Kon- Mars on Ice wars ![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2020-05-06, 09:24 UTC+2.0
huh, what have i done? So many posts and thoughts... Probably the easiest thing to implement is the idea of a more detailed won dialog (last paragraph). I like this idea very much, but it might be difficult to get a clue which values to show there. I am not convinced about implementing a tech tree. This feels like replicating other games and would probably change widelands too much. An add-on system is a nice idea, although i think: There are not many people contributing to the game right now. I wouldn't estimate much more contributes if an add-on system will be implemented. In general i agree to all posts from hessenfarmer and king_of_nowhere. ![]() ![]() |
JanO![]() |
Posted at:
2020-05-06, 17:19 UTC+2.0
I like Nordriese's view most Can we make a list for all the suggestions, that is a little bit more handy than all those long texts? For example to put it into the first post?
May I add two more own points:
If I forgot something, please add it. I just wrote them down from memory without reading the whole thread a third time. ![]() ![]() |
hessenfarmer![]() |
Posted at:
2020-05-06, 17:32 UTC+2.0
In all my arguments for not changing the game much I forgot one elemental one: ![]() ![]() |
ilguido |
Posted at:
2020-05-06, 20:37 UTC+2.0
I think that more than having new features the game needs to refine the old one. In my opinion refining is better than adding. For example, balancing the old tribes, because I think that Atlanteans are a bit too unbalanced and out of focus. They are supposedly the advanced, slow-burner faction, but they are actually the stronger starter among Barbarians, Empire and Atlantis. I gave a look at their respective basic (small) military buildings and here it is the list: (Legend: x(y) means that the building needs x wares of y types; the .0 .1 .2 .3 means that said ware is produced by nature 0 or a small 1/medium 2/large 3 building, with the complete chain of production of that ware, the ! means that the ware is consumed by some other building and is not just building material) B. 2x60+80 2(1): 2 blackwood.2.1.0 E. 1x6+60 3(2): 1 !log.1.0 2 !planks.2.1.0 '- 2x6+80 3(3): 1 !granite.1.0 1 !log.1.0 1 !planks.2.1.0 A. 2x6+75 3(3): 1 granite.1.0 1 !log.1.0 1 !planks.2.1.0 A. 3x5+100 5(3): 2 granite.1.0 1 !log.1.0 2 !planks.2.1.0 . So the Empire has got the worst building, quite expensive and underpowered, while the Atlanteans have by far the best selection. Their guardhouse is on par with the Barbarians' sentry and while it costs a little more, it actually uses less precious materials: granite is free stuff for the Atlanteans (they use it only for construction), log is a quite basic ware and then they only need one refined good, one plank, while the Barbarians need two refined wares, two pieces of blackwood. So, actually, the Barbarians need to develop more their economy to build their sentries than the Atlanteans have to build their guardhouses. Then the Atlanteans have the small tower which is the stronger defensive building of the lot and it is not very expensive compared to other buildings (e.g. the medium sized Empire's outpost). With the barracks it is the same situation basically, with the Atlanteans having it easier (when they are supposed to have it harder) with, probably, the cheaper barrack. I think that creating a more diversified and balanced selection of tribes is a priority over technology trees, wonders, trade etc. ![]() ![]() |
WorldSavior![]() |
Posted at:
2020-05-06, 22:49 UTC+2.0
So the best idea in this post is Nordfriese's Add-On-Idea, because it will not harm anyone. New winconditions or starting conditions are also not so "dangerous".
Wanted to save the world, then I got widetracked ![]() ![]() |