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Description
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.