![]() ![]() Whether a maintenance upkeep is introduced or limited number of building 'slots' are made available, there needs to be some active element to deter the player from going all out in city design. While I simply LOVE the multi-tile city development.being able to construct any building in your cities completely simplifies mid-late game difficultly as you can detail glass-cannon cities for your empire, focusing on specific elements you require.But they all need to have 3-4 cities at a minimum in order to be able to accomplish there task. Some do it through magic, some do it through diplomatic takeover. However, once turn 75 comes around the AI should want to take over the world. Imo, EVERY AI should be aggressively expanding from turn 75-150. This gives the player some time from turn 0-75 to settle into the game, beat off the early game monsters, and grab hold of some territory. The AI. Most of the AI don't amount to much in this game and I think it has everything to do with the number of queues they have available to them by the mid game.As the AI becomes a cakewalk anyways by late game, having them replaced by something stronger should be a boon to gameplay. I've mentioned it before in other threads but having Wildlands increase in size as the game progresses, and thus become more threatening in both quantity (number of monsters) and quality (strength of monsters), would add additional pressure on to the player and AI. The game could really use another dynamic introduced in the mid-late game. ![]() While minor, the game could use more mid-late game content (quests, events, units, spells, loot, unique monsters, etc), partly for the replay-ability aspect, but also to keep the player on his/her toes by not quite being able to prepare for everything that the game should be dishing out.So, it's more involved as you transition through a game from early to mid-late. IMO, there is something about the Mid-Late game challenge that is very lacking about LH and increasing the difficulty simply isn't the solution as doing so also increases the early game difficulty, which I think scales quite well. You are always wondering what would be the best "build". Dont have enough mana generation, you cant use those awesome techs you just researched. Dont build enough military and you cannot clear the land for more bonuses and expension room. Neglect research and you quickly fall behind. Build too much military and you chocke your income and halt your growth. You have money, research, mana and army as your main ressources and you are constantly struggling to balance them properly. I am currently playing Age of Wonder III and I think they managed this better than LH, despite the game being simpler than LH. Leveling your heroes and clearing the land around you was fun but I missed that hard economic management and strategic choices I find In my favourite 4X. The game focus was more on "building your uber party ". I could build just about anything In my cities etc. Like what stuff I researched first was not so critical. It did not feel like my decisions on that regard mattered all that much in the grand scheme of things. Researching techs, building cities felt like more of the same. I did not feel that "Critical decision" aspect when I played LH. Maybe even Endless Legend, it looks like. Reduce the amount of room I have or force me to make other difficult and unique choices. The lack of hard choices with the civilization aspect of the game. ![]()
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