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Let's see, arbitrary rules changes making big changes to decisions players have already made and can't take back.
Check. No discussion with players in advance.
Check. Players beginning to drop. Check.
If one way is weaker, boost it to make it stronger. Do not boost it and then also weaken others.
You state that once you have metallurgy and horses anyone can make T4 units while ignoring that one of the ways you just took T4 units away from can't build cities so it can't easily get metallurgy like other positions.
Sure it makes sense people can mine ores without having the ability to actually use them. The chap digging ore out of the ground is not the blacksmith turning the ore into something useful. Our world today is full of people extracting raw resources that they have no ability to convert into useful products.
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Charles
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That's the intent unless there are major problems. As you've seen
I haven't done much changes except for this updating of the Ways.
Half the players haven't even chosen one anyway. I figured fixing
them now was better than later when the problems got worse and
affected more people. The game seems to run fine. There aren't
many problems since it is a development of several other previous
games.
I do appreciate feedback. So if you have questions/comments,
please let me know.
Early on the game is slow while you build up a base. It changes
when you start building cities. At that point you get a LOT more
money and trading becomes important. The hunting and fiddling
around bashing raptors and stuff are mostly entertainment until
you get enough to build cities. Then it's more an economic
military game where you make $$, build an army--that can just
brush aside most of the petty threats from nature. The main
occupation is building cities, trading, and deciding how much to
use to build cities and how much to use protecting them from the
other players--a much different game than what it currently is.
The harvesting and sheep domestication rules give barbarians
without cities a means to get resources to trade so they remain
competitive with civilizations. But again, they need a lot of
people which takes $$. It's choices. Do you recruit hunters and
fishermen that are cheap or more expensive warriors that don't
harvest any better? The same guns vs butter argument the city
dwellers have. A well-run barbarian could be a threat to a
civilized kingdom.
And speaking of kingdoms, siring heirs and avoiding revolts and unrest become more important when you have a lot of troops and cities that can revolt. When you're walking around with 75 hunters, there's not much I can do to spice things up that isn't petty--especially since you're threatened by raptors and troglodytes and bear, oh my. But later on, when those things are no longer so scary because you have a couple of legions of troops, that one of your legion commanders decides he'd make a better emperor becomes the bigger issue and threat.
If you don't find the game so interesting now--and you haven't
done much to make it interesting--it'll definitely pick up when
you develop a civilization. But some players seem to think all
this game consists of is wandering around and futzing with
dinosaurs. If I were playing, I wouldn't waste my efforts to
explore half the map just to find the same crap I had back home.
I'd find a couple good hunting spots, hunt them out, get a few
hundred people together, and a few resources, and then start
building cities. Then use the $$ from those to build more cities
and gain more resources to expand further.
There's no point in attacking a campsite. (Or defending one) If
you capture it you can't wipe the player out. He just displaces
and gets another campsite. Unless he's storing resources, the
campsite has no value. He just moves. Until you have cities, there
is no point to wars unless you think the enemy has something worth
looting or you just want to get an XP or he annoyed you.
Barbarians don't need to defend anything.
Nice to meet you!Thank you for pointing out how nerfing the Way of Nature like that could have caused problems. I thought it was odd the GM chose to nerf other Ways when all he really had to do was add a special T8 unit for Way of Rui and it would have solved entire problem. O.o
I think a T8 'Champion' with First Strike for 8 Wealth would be ideal, as it would be most powerful First Strike unit this side of crewed catapults that I am aware of. -.-
In my specific case I was unaffected, but only because I am not pursuing the affected technology chain as I chose a different route (thank goodness) and I think I can skip T4 altogether as 4*T3 still beats 3*T4 about 2 in 3 times, so T3 units are a cost-effective alternative. ;-)
Way of Machines is getting some serious buffs, being only Way to gain access to both Flying and First Strike and T10 units without external aid, with the added bonus of increased resource generation thrown in just because. :)~
Sad we lost a player already, though. :-(
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Certainly, so be a dwarf machinist!