On "goody huts"

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BlueTemplar
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Joined: Thu Apr 29, 2010 12:07 pm

On "goody huts"

Post by BlueTemplar »

I was really sad when I realized that taking a free folk village (and/or hex perk) on was not a guaranteed reward on Hard.
IMHO it makes exploration feel much less rewarding.

Related : 105beta20 Not getting anything when taking a village

I would like to emphasize the importance of not trying to balance the game for both SP and MP : if you try to do both, you're likely to end up with a grey average mess.

So it's better to have options catering to both extremes, a bit like you're already trying with History Classes with that « spread out Majors » setting.
Here that would be something like a « more treasures » history class.
(Related : not limiting the tech groups of the random free tech that you get from that Fate Stratagem.)

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IMHO you could also make the game feel better here if instead of having to wait until next turn, you immediately had a popup when « conquering the goody hut ».
(If you still want to keep balance in check, you could have the free units start with 0 Action Points.)

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Also maybe « goody huts » could be a dedicated one-time 'item' on a tile, distinct (but potentially overlapping with) free folk villages / hex perks ?
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