Okay, after seeing feedback on a variety of things, and considering both the original design and how things are balanced, here's the design I'm going with for .904:
WarfareWarfare system as described here:
http://www.arcengames.com/forums/index.php/topic,13118.0.html Aka:
- In the top bar, there will be a count next to "Warfare." So it says something like "Warfare: 500" or whatever.
- Red or blue dues killing red or blue dudes through combat leads to 1 warfare point.
- Red or blue dues killing red or blue buildings through combat leads to 10 warfare points.
- A town flipping sides from red or blue to red or blue through combat leads to 50 warfare points.
- The less-savory mythological tokens and god tokens would have a certain nontrivial number of warfare points associated with their use, again leading those to helping you win.
- Depending on your chosen difficulty, you would have to reach a certain warfare count before the game ends or else you lose.
Split Out Some Difficulty OptionsBased on the notes here:
http://www.arcengames.com/forums/index.php/topic,13117.0.html- Drop difficulty settings to just the board categories, and lose the "Easy 1, 2, 3, 4" etc distinctions.
- Have a new "advanced settings" section, which contains:
-- A separate slider for "woe frequency."
-- Actually I think that's it for now.
- Make the warfare points requirements be just part of the broad difficulty settings.
No Crime SystemAs noted here:
http://www.arcengames.com/forums/index.php/topic,13116.0.htmlBut not doing any of that.
Keep, But Relax, The "Max Distance From Enemy Town" ThingSRombauts pointed out that the range is too tough right now, and on reflection I now agree. His suggestion of a range of 16 seems about right to me. We'll tweak as needed.
Scorched Earth With Buildings, No More Building RepairThis is new, and is really important. It may be controversial, but I think it's really what this game needs to have a proper flow. Especially when combined with the warfare points thing. The design is thus:
- When a building is destroyed, it turns into grassy ruins.
-- Recall that grassy ruins cannot be smited or built over.
- When a town center is destroyed, same deal with it turning into grassy ruins.
-- Thus towns can't be taken over by warfare (just by woes).
-- Thus a single town can't be a source of an ongoing blockage that protects further-back towns (all sorts of cheese possible with this).
-- Thus as a town takes damage, it gets increasingly crippled and harder to defend, and thus falls.
-- Thus more towns and more expansion is encouraged.
-- Note that since the town ceases to exist after it is leveled, another town can be rebuilt nearby it depending on exactly how you've placed your other towns. So it's unlikely that you'll have a huge hole in the center of the map where all your old leveled towns are unless you really build very tightly in the first pass.
-- Note also that this sort of scorched earth warfare makes sense primarily because these games are of limited duration.
What's this in response to?1. Even with a warfare points system, it would be possible just to be cheesy and have the same town flip back and forth in control, while the outlying towns are completely uninvolved in the war.
2. Crime feels artificial and again makes towns to homogenous. If you want to have some resource-only towns off to the side for a while... well, that should be allowed. But when the front towns fall, you should then have to deal with that.
Possible needed addition.- Inability to smite buildings that are damaged. Being able to do this is potentially a source of big cheese. Though simply making smite take a lot of action points (I think it already does for buildings) may already be enough of a deterrent, so this may not be a thing that is really an issue.
Thoughts are welcome, although I'm going to get started on implementing this right away.