I'd certainly like if score is replaced by more meaningful motivations to "play well". The edict system seems very AI-War, which I like a lot - and that's a game that has strong replay value without having a score.
My concern right now is how the game will play out. Score created a motivator (a weakish one I believe) to do things that seemed kinda dumb - like plop down overpowered myth tokens. Now, those tokens seems to serve more of the purpose of simply correcting imbalances, and are something you'd want to stay far far away from if things are mostly in equilibrium. Is this the goal?
Should I be building up a stockpile of hard to get resources to build these units, or should I ignore them completely and just "play well" so I never reach a situation where I need them. It sounds unfun to not try to build up for the powerful stuff.
Please keep in mind. I know things need to be implemented before I can judge the game as fun or not. All I can do not in the current state of the alpha is speculate.
What if every game had a big checklist of various things you can do for VPs (victory points). Like a point system, but with a variety of discrete objectives - where it's near impossible to complete all of them in a given game. For one example, you get 1 VP for every town center pair you have, up to a maximum of 10 (or whatever). You know, make points based off a set of very clear goals that the player can work toward, instead of them just finding goofy ways to game the system. This game has Euro-style board game roots, and VPs are a major part of that.
Aye, this stuff.
That's exactly my problem with it. Explained a bit more concisely than I could, I think, hah. I know the Edicts are there.... but what I've seen of those (that are listed so far) doesnt do it. Like, the "build up 200 military units" one, for instance. By simply doing (relatively) the same thing on each side, which is by far the most logical action, and making tweaks along the way as the RNG does it's thing, it's not an objective that would ever involve a major shift. The other Edicts same exactly the same: Where both sides need only do the same thing, never creating that tilt. Worse though is that those are objectives that are done over the course of the entire game; AKA, very slowly. This game is at it's best when sudden, violent shifts.... perpetrated by the player.... occur, for reasons that somehow make sense.
I'll point out, it doesnt HAVE to be a scoring system specifically. I've been focusing on that idea too much in my yammerings on here, but it doesnt need to be specifically that idea. Just that there needs to be SOMETHING motivating the player (constantly) to cause chaos and keep the balance out of whack while still maintaining, beyond what the RNG might at times do (like bandits). Something that makes the player say "Well, ok, things are balanced right now.... but if I want to try to get a lot of such and such, I need to prepare to cause some major mayhem here". Preferrably with bigger, more risky mayhem bringing bigger rewards.
Heck, one idea I'd had was something like mini-edicts, optional objectives that appear during each "round", yet are NOT the same for both sides, and are intentionally very lopsided and contradictive (so that pursuing them WOULD knock the balance all over the place, forcing the excellent strategic stuff to start up). I know there's already bandits and all, but I've seen those as more of just a side danger.... kinda like barbarians in Civ, or similar things in other 4x games; they're there, they provide some extra flavor and a little extra challenge and trouble, but they're never ever the central point of anything. They merely add a little more to it and work with the bigger things that are already there.
There's probably LOTS of different ideas that could accomplish this very thing, though I havent any suggestions beyond that one. I'm sure that you very creative devs could come up with something or other.
EDIT: Sorry, double post. I was ninja'd, I tell you!