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回報翻譯問題
<Signed>
Harry
I could redo the balance on the food and make this tougher, but I don't know if that alone is enough. I might also add a clock to the Romans and other leaders who will start sending their armies out after a certain point. I don't want things to feel to artificial though.
One other possibility is having your clans themselves serve as a clock of some sort, where they'll grow increasingly demanding over time, and their demands harder to meet. Same as with the other factions though this shouldn't feel too artificial, and something like this would be a pretty big addition to the game.
Anyways, just thinking out loud now. As I said it's very much on my list to take a look at!
- Jon
- Jon
There's also a problem where as you make progress your output increases in both quantity AND quality, while costs mostly increase in quality OR quantity - but not both. So for example sending a clan off to the legions costs 10 steel weapons and armor, which is extremely trivial to produce once you tech up to that point. The entire tech tree has this "gating" effect where you either have nearly 0 access to a given advanced resource, or you have more of it than you could ever possibly use.
Ha. I was hoping is was the 'elements' as that would fit more into the direction of this game.
Is there a disease mechanic in the game? Maybe something late game that can wipe out progress to keep it in check (but not too RNG to make it annoying).
I haven't gotten far enough into it yet to really comment on that though.
However, as Jon pointed out, that'd be really be military focused; which is why I suggested economic alternatives (which can exist alongside military threats as designer sees fit), such as Roman tribute demands or caravan usury. An interesting balance could be, for example, pay regular (and ever-growing) tribute to appease powerful neighbors (Romans or otherwise) or risk their wraith in the form of a raiding party. This would allow players to decide between military and economy.
Down that rabbit hole a bit more, clans can also serve as a ticking clock by growing increasingly unhappy with your rule as you continue to bow to the Romans via tribute and demand your "independence".
Given enough transparency on how close clans are towards becoming too powerful and too demanding, a shrewd player can get a good sense of the ticking clock and know when they have to shoot for victory.
Hmm, there was more though. :)
Often, "barbarians" were absorbed by/into whatever civilization was gaining traction nearby. Towards the later days of the Roman empire, Christianity was spreading rapidly. When Rome condoned this new religion, it started eating away at Rome's power base.
So how about an additional (hidden) trait: religion.
You could for instance have these:
- Pagan
- Christian
- Roman gods
As the game progresses, the pull that religion has on their clan increases and create more friction:
- Pagans - want nothing to change at all and get upset when they do
- Christians - want to be enlightened, have you build churches and convert others
- Roman gods - want you to fashion your empire after Rome, with places of worship for many gods.
Friction could play out as:
- Clans develop anger towards other groups
- Clans threathen to leave to find a place that would fulfill the wishes
- Downright split if your empire
I'm sure we can come up with a multitude of ideas for the above, as well as ways to mitigate/rescue the situations.