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Idea for an Adventure

Dantski Wrote:Monarch is simply too difficult for always war. Look at the comments on the current Prince always war game. Unless you significantly boost the players start or hurt the AI's, I seriously doubt even soooo could dig his way out of it
I think Monarch is doable IF you can attack the AI from turn 1 and not have to wait until 1000BC. If you have to wait and don't "cheat" then it would be tough
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Muaziz Wrote:...
So I guess my final question is whether people would be interested in pursuing an Always War scenario where the underlying object is building up Warlord units with a Charismatic/Imperialistic Leader.
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This scenario might run into the same problem as FfH II mod with its reliance on heroes and high experience units: CIV combat is too random for any unit to survive the entire game.

If a scenario is largely focused on highly experienced units, the result will depend in the most part on RNG. If your warlord unit fights just 10 battles at 95% odds, it has about 50/50 chance of dying. So people will end up either holding their super-warlord back, never letting him attack at less than ">99.9%" odds, or losing their best units and quitting in frustration.

You might consider rewarding people for generating Great Generals, or some other generic reward like that, but any victory condition talking about experience on individual units is too dependent on luck. (Having a "honorable mention" for most experienced unit isn't a problem, because it's just a nice side-bonus, rather than a key part of victory.)
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Zeviz Wrote:This scenario might run into the same problem as FfH II mod with its reliance on heroes and high experience units: CIV combat is too random for any unit to survive the entire game.

If a scenario is largely focused on highly experienced units, the result will depend in the most part on RNG. If your warlord unit fights just 10 battles at 95% odds, it has about 50/50 chance of dying. So people will end up either holding their super-warlord back, never letting him attack at less than ">99.9%" odds, or losing their best units and quitting in frustration.
It's true that most players will lose at least a couple of Great Generals, but since you should be getting about a dozen over the course of the game, this should hopefully even out.

Also note that for Mounted unit types, you have the Flanking I (+10% withdrawal chance) and Flanking II (+20% withdrawal chance) promotions as well as the Warlord Tactics (+30% withdrawal chance) promotion. With all 3 promotions, the odds of losing a Warlord unit actually get very low (00.5% if I recall).

There's no way to balance out all of the luck, but that is true of any Civ game. I do agree that having scoring based on Great General experience makes "luck" (or more specifically really bad luck when fighting with Great Generals) a larger issue.
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