Time to earn my spurs
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In terms of replacing a tile in hamlets, you are not referring to the same tile type, right? Hmm. Maybe what I need to introduce there is a new "worker" citizen type that goes on top of all new tiles placed for something like 3 turns. That could have lots of interesting ramifications.
This sounds like a good addition. See below for more initial feedback on Hamlet Idyll Mode.
Regarding large towns, possibly those need to become one-per-faction, I dunno. Thoughts?
If removing town specializations (see below), I would be okay with not limiting them. If need be the baseline culture cost could simply raised or e.g. be doubled with every additional large town after the first.
Regarding resource building upgrades, I wonder if that's not too much in the first place. Hmm. Removing those and making town specialization always be on might be good. Or maybe just removing town specialization, since it really seems to confuse people, infant that exciting, and really gets negated by large cities anyhow. So, final thought is to remove town specialization but keep upgrades. Thoughts?
I vote for removing town specializations now that large towns are available as this will likely also reign in exponential resource generation by large towns described by Misery earlier (which would definitely be a problem - I did not yet try large towns myself).
I see one problem with removing specializations, however
: It will either make the higher difficulties of basegame only games significantly easier (if compensating for the lost ability by removing the respective cost increase) or harder (if not doing so) as large towns will not be available in such games. Either way it will take something away from the experience, which I would regret for those not getting the expansion.
Regarding the military from the Japanese, I see what you mean and that is unfortunate. I wonder if perhaps the town centers of the OTHER faction should generate those creatures based on the Japanese god. Though those would mess with balance. So maybe it's special monster caves that pop up that have bandits of these popping out. I like that last one better. That way these guys are in play, and strengthen the bandits so that the Japanese have more to deal with threat-wise to them... but so does the other faction. That might unbalance things even more, in a good way.
Letting them spawn at enemy town centers sounds like a really bad idea to me. Solving the problem by adding a new kind of (indestructible?) Monster Cave spawning them every (other?) turn, however, is a really elegant solution for a number of problems imho:
- It will threaten the Japanese faction as well, thus encouraging the player to build military units which will further counter the reported resource bloat of the Japanese faction
- It will encourage the manual placement of such creatures by the Japanese faction to counter their bandit siblings, something that went overboard with their free spawing in 1.900 apparently, again providing some use for those Japanese resources.
- It makes the Japanese struggle with their own pantheon which seems to be in line with what I heard about it so far lorewise (in terms of them being unpredictable, free roaming, etc.)
EDIT:
Ah dammit. I just occurred to me that this would lead to really weird situations, e.g. a given Japanese god killing of its own spawn/minions turned Bandit. This just doesn't feel right...
What about this:
Define a nemesis for each Japanese god out of the implemented Japanese pantheon and let the nemesis' minions spawn in the monster caves, i.e. each God available to the player would lorewise be locked in some kind of petty feud with its nemesis - If doable I think this would be very interesting
!
On Hamlet Idyll Mode:
I just finished (won) my first game on Hard roughly 30 turns early. I would really like this if I had pulled off some ingenious strategy, but the pity is - I have not
. Don't get me wrong: I had fun along the way, but I feel a little cheap. All I did was hovering over the items of my queue, hunting for the biggest available culture increase proposed by the overlay (or a neutral location that would not cost me culture in the worst case) and placing the respective tile. That was all.
Maybe I was just lucky, but I fear that the overlay indicating the change in culture is a little too helpful to be fun in the long run, but instead trivializes the process of building a hamlet somewhat. If I had been "encouraged" to learn the properties of the various hamlet tiles to be able to place them reasonably - that would have been another story. The way my game played out the tiles could as well have been all of the same type - it did not matter, the overlay told me where to place the tile via the culture change. There was no reason for me to check what I was actually placing...
Removing the overlay in regular games might be over the top, though, as here the placing of hamlet buildings is only a side quest. For Hamlet Idyll Mode, though, removing it would drastically improve the game imho.
EDIT2:
It just occured to me that the issues I describe above might turn to be non-existent if the playing area had been smaller and/or the amount of culture I had to accumulate higher. I am not sure, though. Maybe tweak the size and numbers and disable the overlay in higher difficulties only?
PS:
I totally forgot to mention:
The new woes (especially the catastrophic ones) sound awesome!