Re: Discussion Zone
I'm sad to see double-scholar go: I was fully intending to go double scholar next time too, and try to do it 'right' this time (there were several points where I looked back and realized I wasted a week or two, or just missed an opportunity)
Assuming I didn't find some other skill that looked more interesting - though even then, I'd still do one scholar.
It's just too much my style; Getting stronger through doing actions is exactly my preferred 'progression' system in games.
Though as a reminder; I got, I believe, two spells from the Tower and two from an Extra :P
My spell-aquisition wasn't that much tied to my Scholar bonuses.
The quest rewards were fine, though I still want it to be easier to get some early Artifacts - they seem the greatest source of uncontrollable 'game changers, meaning some bonus significant enough to encourage people to change their style of play (at least in some small part)
I didn't get a single solid lead on one, though I think I was getting close, and that was with an artifact being one of my goals.
I didn't see a lot of abilities, but generally I felt they were all pretty reasonable.
I think I like 'Global' ones best, as a concept (because of how you're kind of 'forced' to have them; You either play to them, or lose out on the bonus. With the others, you have to play to them and use the unit(s) with the abilities)
I didn't see any Unique Units, I don't think.
Maybe the gnomes were?
The gnomes were cool, and even cooler when combined with Blood Oak (seriously, my Band were doing a lot of weirdly elven things towards the end. Even doing a Pocahontas scene with singing trees and stuff)
I like the idea of Unique Units in general, though, and would actually prefer that literally every single Unit in the game was Unique: Just have the more mundane Units be Unique in fairly boring and mild ways, and scale it up from there for the better ones.
Ideally, while Orcs should be better at fighting, I shouldn't be able to guarantee that a random Orc will start out stronger in a fight than a random Human (because the bonuses might tip the scales)
Heck, maybe give negatives to the particularly low-end units? Or just particularly Unique ones - it's an even tougher decision if they've got useful bonuses, after all.
It'd give low-diplo people a hard choice between accepting the incompetent workers now, or try again next week.
Soothsayer's broken, like they said.
I feel Cornicopia is broken too, but mostly the scaling; Make it take more spells to get more food out. And/or make it be normal food, not HQ.
Midas Touch is going to be broken too if you make getting spells easier; Currently it's right on the line where I'm not sure if I like the balance or not.
Sure, gold's not that important right now, but I'd like that part of the game changed too; If someone is sitting on a thousand gold, or in my case merely a few hundred, something feels like it's wrong.
Either give us more to spend the gold on, or nerf how much gold we get.
I'm fine with the book-keeping, but then I did the thing I did last time too: I didn't hire that many units, I didn't find that many extras, and a lot of my actions were copy-pasted since I send my units in 'Blobs' - usually at least half my entries are someone 'Assist'-ing someone else.
Actually, it was the fluff-writing that took most of my time, even if it got reduced from last round.
On that note: I hope next Round you'll have time and/or energy to consistently write a 'narrative', so to speak.
This game, to me, is most fun when it's combined with an, for lack of a better term, 'emergent story', and isn't as interesting when I'm just moving stats around.
Hopefully you'll be less busy next time - or less burnt out, I forget if it was that you did not have time or did not want to.
EDIT: Oh, regarding quests: I'd love if all quests got a week or three added to their time-limits.
Which I think I've mentioned before.
You're spending the same amount of actions doing them either way, but it'd be nice to have leeway to plan.
2nd EDIT: As a side-note, with two Magister titles in a row, I feel like the next time a Tower of magic appears, it should have some reference to my peoples :P
Heck, I feel like I've started a tradition, by now, of the more 'savage' parts of the world being more connected to magic; First some goblins that lived in moss-covered hovels and lived off what they could steal from nearby farms, and now some bandits in a castle that was falling apart around them.
Might (hint hint ;P ) be time to have some Shamans and such start turning up in wandering-monster groups.
For that matter, if a bunch of goblins living in a swamp can set up the Tower (because I, with no authority, have declared that they were indeed the original founders >:3), then a bunch of double-Scholar geniuses can presumably turn their Fort into an outright Mage College.
I did already have them start gathering together papers on geological studies, and design buildings, and make new-and-improved gear... My Bandits did more research than your average University :P
PS: Not entirely serious. Though it would be cool to see references to previous races, even ones that aren't mine, especially the ones that didn't win.
This message was last edited by the player at 23:53, Fri 24 June 2016.