Random question related to Valley 2:
Is the game procedurally designed to be balanced on larger map sizes? Right now, the single most important building in the long-run is the Desert expansion tower since enemies scale in difficulty based on turns. Let's make some assumptions:
- 16 windmills and some facilities are needed to win the game. You start around the overlord's castle, and assume that the distribution of objectives is randomly even in all directions. As a result, expansion will need to be done in all directions to win.
- Since you're all intelligent people that aced differential calculus, the rate of change for area to tile-range-from-central-tile is 4n-2 assuming uniform expansion (Centered square numbers: 2n(n-1)+1 where range = n)
- Difficulty increases with turn number in a linear fashion (rate of change = constant).
- Since area to be uncovered increases at a geometric rate, but turn number difficulty is linear, difficulty will likewise increase at a geometric rate. Assuming windmills as a power-up mechanism that counters difficulty (flawed assumption but this is simplification) - every time range increases by 1, the next round of squares will have to have 4n-2 times the previous tier's amount of windmills. If there were 4 windmills at a range n=10, at range n=11, you'd require 14 of them.
Now this is an extreme oversimplification and by no means accurate, but it might be a potential problem with the late-game and current linear turn scaling. Setting the map sizes to large may actually severely hurt the game in the long run because as n increases to a larger number, the game gets drastically more difficult. The best counter for this is desert expansion towers, which let you uncover the same area with fewer turns - but as a result, the metagame becomes focused almost entirely around them spawning in a convenient fashion. I don't think that's particularly interesting.
I fully understand Valley 2 is meant to be an arms-race type game, but pitting linear vs geometric scaling usually feels a bit frustrating especially during the first few turns where you're fumbling about in the fog of war for that crucial expansion tower. I'd like to know what considerations are made on larger maps - is there code to make more expansion towers spawn closer to the base (assuming Daemonica doesn't knock them over)? If not, I think it deserves a warning that larger maps directly affect difficulty on the world generation page.
The main thing is that games can be difficult, but I do believe that
people expect them to be winnable. I'd like a guarantee that code exists to make sure that bad RNG doesn't screw up your chances of winning from the very beginning.