[0.95] Ways to make micromanagement more pleasent.
With Beta 4 game requires even more micromanagement: spawning tens of pioneers, making 2 upgrades for each resource available, 2-3 upgrades for each building, now also upgrades for numerous outposts. And this is all multiplied by easy and fast made 4-8 cities. Its not a strategy, its a burdain. Instead of immersing myself into a beautiful world of magic I have to think about hundreds of these things and about when they will become available by researching a tech tree. Things like pressing a button "upgrade" hundreds of times do not add more strategy, roleplay and pleasure to the game. Opposite, they actually kill all my pleasure of playing by taking all my attantion, although I have a huge experience with 4x games. So why not making these things I mentioned more interesting? Let us post here the reasonable and clear ideas of how to decrease burdain of micromanagement. I really hope that Derek and others will listen to us and implement some of them.
Ways how I see it myself based on my experience with civ4, FFH 2, Master of Mana, Endless Space, HoMM 3-6, Disciples 2 etc.
- Pioneer must cost 2-3 times more labor and he/she doesn't die when he construct outpost. He spends 5+ seasons and 30 guildar to build it and moves next. Placing a city however kills a pioneer. Lets call it engineer or something. Human player will get some special feelings with his engineer, because he has only one or two. Various roleplay possibilities like Guilden engineers are best and Reslon are worst. Settling a new city inside a kingdom/empire must be a challenging investment.
- Player chooses the type of outpost when starting to build it by pioneer. Outposts autoupgrade automatically after 20 and 50 turns provided that corresponding tech is researched: Outpost -> Fortress -> Citadel, making each next with higher ZoC and bonuses inside it's ZoC. lvl 3 outpost should become strong defending strategical objects not easy to take over.
- Otposts must have strong stationed defenders (archers) depending on its level like cities preventing the situation when a dog with 4 moves can take over all enemy outposts in 5-7 turns during war. Pillaging of resources is still possible.
- Spawning large number of cities and far away from each other must have an unrest or guildar penalty (for instance +10% unrest penalty for each next city build). This will lead into more compact kingdoms forming a beautiful maps in late game.
- Number of available buildings must be a little bit decreased. Now buildings are too many. Some of them do the same thing without having a roleplay feeling and strategy attached to them, they just add pain of micromanagement instead.
- (NorsemanViking) it should be a greater cost somehow when a pioneer build a city, compared to an outpost.
- (Dhuran) Outpost expansion has to be limited somehow. A max number of them associated witheach city, or some level of upkeep
- (Kongdej) I really hope for the magic to hit the outposts too, they dont really seem very magical
Please tell me guys what you think about it and post your own ideas. I will add best suggestions to the first post to make it visible. It's our chance now to make this game close to perfect while its still in developement
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