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The basic gameplay loop is too poor, it does not let sufficient agency to the player to express his choices.
The initial goal for the 'discovery' part was to draw from the 'doodle god' idea of combination but removing invalid combinations to reduce frustration. It should be done the other way round, by founding a result for each combination, even if not a new discovery.
Show cards at the bottom on the screen
The cards would be similar to the current events:
discoveries (any of the already known one, chosen semi-randomly with a favor for those that could lead to new discoveries)
disaster (pretty generic card)
diplomacy (raid, war, etc.)
terrains (new, from the terrain in influenced realm)
Find result for each combination
discovery + discovery : new discovery (if possible) or related bonus (like +growth on some tile)
disaster + discovery : some type of disaster (civil war/secession, pest/famine, etc...)
disaster + disaster : some type of big disaster (civil war/secession, pest/famine, etc...)
diplomacy + disaster : lost war/raid
terrain + discovery : new discovery (if possible) or related bonus (like +influence on some tile)
etc.
The text was updated successfully, but these errors were encountered:
guillaume-alvarez
changed the title
Explore displaying cards to combine instead of discoveries, disaster and other events
Explore displaying cards to combine instead of discoveries, disasters and other events
May 24, 2020
The basic gameplay loop is too poor, it does not let sufficient agency to the player to express his choices.
The initial goal for the 'discovery' part was to draw from the 'doodle god' idea of combination but removing invalid combinations to reduce frustration. It should be done the other way round, by founding a result for each combination, even if not a new discovery.
Show cards at the bottom on the screen
The cards would be similar to the current events:
Find result for each combination
The text was updated successfully, but these errors were encountered: