[v1.09n] Some thoughts on early fun + a threat to game immersion
There is much I like about v1.09n, and I am generally liking the direction we are headed with this game. However, I think the early game has been made exceedingly dull with v1.09n. The world is painfully barren. For the most part, the only suitable city sites I am finding, are those claimed by my opponents capitals. To expand... my choice becomes extermination. With v1.09e I enjoyed the early game. With a little scouting I'd find a few sites having a small grouping of resources. I'd tame the region of monsters and then begin some initial empire building. Now with v1.09n, I am only finding the rare lone resource, often too far from my starting city to feasibly defend. And too few food resources to afford settling anyhow. I'm not finding the barren world of v1.09n to be much fun. Whats the point of having pioneers if not to settle the oasis. A few days ago, for the first time since playing this game, I began losing the will to play. I wanted to keep playing, but every time I rolled a map I found the same dead world. The inspiration and purpose of exploration and expansion was absent. My motivation to play was nulled.
So I tried a few user made maps and found one that thoroughly demonstrated what it was I was missing in v1.09n. The map is called The Forge of Souls. In it there are clusters of resources fit for settlement. Between these clusters exist the barren lands. The player has motivation to explore the world and grow their empire. You scout for expansion and build. All in balance to what you can afford. In addition to the scattered oasis, there are monster dens located throughout the world. These dens contain a monster stack that requires a small group to take down. Victory results in an item reward. Fun stuff. I would hope that the monster den concept would be expanded such that the threat these monsters pose increases as time goes on. Player has a choice to organize for early extermination or focus on matters of empire and deal with the stronger beasts later. There's more but I digress off the main point. Another point of interest for me on this map, is that the food resources are more varied. Some resources I had never seen in some 20 days worth of playing. It was interesting to find Pumpkin Patches, Wild Game. Orchards + in addition to the same ole Fertile Land and Wild Wheats. Even if they do the same things, it would be nice to see variance in resources. I would hope that you guys check out this map and consider how the game plays out on this map vs the sandbox 1.09n map. For me there is all the difference in the world. The difference between a fun and living world vs a dead and dull world.
The threat to game immersion comes in the form of Shard encapsulation and building hordes. Building 20+ of the same building in a city hampers my immersion. As a fan of SciFi and Fantasy novels, I am versed to suspend my disbelief for some things. But the building of dozens of the same building pulls me right out of the world I'm RP'ing, and puts me onto a gameboard. I'd want my townspeople to build as I think they would (houses here, industry there, and whatnot). Not to build hordes of identical studies because they need the tech points. And not to build a string of misc buildings to encapsulate a Shard within the city walls because that makes the difference between 1 mana regen/turn vs 6! That stuffs not part of their world. All the work that has gone into the buildings to show the people going about their daily lives, seems to be lost when you've got 20+ identical buildings, with identical people, all doing the same identical thing. It's not RP'able. Immersion is an important thing as I try and RP a story to go along with my game. I can think of a couple ways to attempt city specialization without immersion busting repetition. The mechanics are for other threads. This thread is to see if others agree with a need to address the dead world, shard ecapsulation and building hordes of v1.09n. ?