I don't think luck will necessarily decide games, since there are a lot of ways around certain problems. History is replete with examples of heavily armored cavalry dominating all before them because their enemies didn't know how to counter. However, once they figured out that a disciplined spearwall combined with archers/firearms could break a cavalry charge, the heavily armored knight was gradually phased out.
man this is not history
this is a game, gameplay>realism
Now not being next to ore doesn't mean you can't go an army centric, empire centric route. It just means you have to choose different ways to go about it.
IF the game would allow to play in a different yet EQUALLY strong way there would be no problem
right now its not like this, and its not a matter of small balance, its just rarity that ARE needed
I mean, geography should matter. My nation that is in an extremely rich (in food) river valley will have a large number of people (and pretty big tax revenue). But a lack of forests and ore means that my substantially less populous neighbors near the mountains will have an edge man for man. The difference is, I can field 10 poorly equipped soldier for every 1 knight they can. Or I can hire some armored mercenaries to make up the difference. Or we can do the traditional method of evening things out, which is trade. I'm cash rich. You're ore rich. I pay you money for your ore. Supply and demand. The only way you'd be forced away from the empire route entirely would be if you didn't have access to any resources in significant quantities (compared to your neighbors) at all. Unless you elect to autogenerate a resource poor world, this should not happen frequently. If it does happen, then fortunately for you there are other paths to victory, and it looks like you will be relying on champions or magic to help you through.
well your idea is kinda correct BUT the problem is you dont rely to the game
right now half stuff you can build need some resource, there is not way that its equal having resource or not having them, no way on earth
thats why the game need some minimum without the luck based ones
I just don't think that every strategy for empire building should work every time, regardless of obstacles or geography. Luck should play a role in what route you choose to go, just like it always has throughout human history.
we are talking about games
in games too often there has been total unbalance
ie in civ4 ALL that mattered was having some good resource near the capital, if A has it and B doesnt, A win
That being said, I am interested to see how they balance magic. Because here, you kind of have to pick your strategy when creating/choosing your sovereign. What happens if you spent a bunch of picks on magic, but don't end up next to any shards? Now all of those picks are wasted and you're just screwed? That could create some unfun situations.
yeah thath the whole point of my thread...
if already there are problems of this kind with food and lumbermills what will happen when there is magic?
you cant really put shards every 2 tiles to allow everyone to get 1
the game neeed a way where if you get a shard/mine/apiary/etc you get a bonus, but not a huge advantage, and surely not a system where you are screwed if you dont get it