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Description
In game current state nothing (except for influence spread) happens on most of the turns. In a turn-based game it is boring not to have actions to make at every turn. Consequences from previous actions would be fun too.
On the discovery mechanism, maybe instead of selecting a discovery and waiting for it to end the player could select every turn a direction in which to investigate. It would have a change to cause a new discovery, or nothing may happen (or previous discoveries may be reinforced).
The policy mechanism effectively permits to make choices, but once done there is little incentive to modify them. Maybe the player could be asked to choose a policy type+discovery every few turns, with an incentive not to re-use the same old policy.
An other idea would be to have an event every turn, the kind of event being selected randomly from the different stats of the player (depending on discoveries and policies).
Having the possibility to create armies from start would also provide something to do to player. Maybe the cities could move slower (and on greater distances) with an obligation to get as far as they can until they settle and the armies could move faster (1 tile per turn).