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Weekly update - Game changes & Feedback needed

🕑 Added 2020-08-16 15:40:50 +0000 UTC
Weekly update - Game changes & Feedback needed
Weekly update - Game changes & Feedback needed

Comments

My suggestion for outpost corruption is to base it on the distance of the outpost from a city. City corruption is based on at least two factors: distance of the leader from the city and who is the administrator. Every city has one of your followers assign to be the administrator. However, not all followers make good administrators even if they really try hard and mean well. (Bless their little heart)

My suggestion for city efficiency is to base it on three factors: empire happiness, average leader levels for the four scores, and relative population to "ideal" population. For example, let's say the "ideal" city population is 200,000. If Thud the ordinary is the leader with only 50 empire happiness and only 20 average leader levels so his city would be 100% efficient up to 20,000 { 0.5 x 0.2 x 200,000 } While if Marvin the Marvelous is the leader with 100 max empire happiness and max leader levels of 100 so his city would be 100% efficient all the way up to 200,000. In chapter 2, leader levels can go to 200 so max levels would also go up.

SYH

I'd like the outposts to be more like satellite cities that can expand at least one more ring outward.

It could be interesting to tie your population's preferences into the kingdoms economy. Unique buildings or outposts for each type and even special Hidden ones unlocked by maxing multiple. Another Idea could be neutral cities you can conquer either with military might or apply diplomatic pressure via you populations preferences, slowly shift the neutral cities preferences to match your own and have them join you voluntarily.

Sivarra

Personally, played on very hard difficulty and it wasn't to hard to beat most of the enemies or deal with enemies on map, it's either i'm too good or strategic point of the game or enemies aren't difficult at most of the point. Personally woul recommend to increase ammount of attack on player. So you constantly need to keep in mind that there is plenty of stuff that may be dangerous to you or either punish player harder for failing to 'win' in most situations. Just my oppinion that I've noticed while playing the game. Anyway thank you for amazing stuff, keep it up. ;)

Thank you for your feedback. You're right that I need to be cautious to not add too much complexity to the game.

Tommi

I feel like corruption could be an interesting mechanic and possibly have ties to your policies in regards to making certain types of people higher tier citizens. But in terms of the other changes, they seem well thought out, logical, and very straight forward changes. I can't imagine this decision causing any problems later on.

Your attempts to balance the game seem just. I'd recommend not making the strategic aspect of the game far too complex. Your idea of corruption within your kingdom sounds like a great idea that can keep players busy even after finishing the game. Perhaps corruption can be introduced as another faction within your empire aside those already introduced at this moment. You will have to fight small bands of thieves, lawless individuals, etc, with a potential introduction to the leader of the underworld of your empire? ... I mean... the story is already making itself for you!


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