Quote:Indeed but what else is it supposed to be?
This is a 4X game which means your resources/empire size directly represents how powerful you are.
You're putting your production (or spellcasting) capacity against your opponent.
So it comes from the definition of the genre.
Yes that's true, but normally in 4X games it's two big armies fighting it out on the front line.
The problem is that there are two armies a long way away from each other that move very slowly and by the time they move across the map and get to fight there are loads of new units produced by both sides that are a long way away again. So the end game takes far longer than it should do. What's the point of spending the game getting really powerful summons and heroes that can't really do much?
Quote:That can't be helped. The players expect to be able to fight a battle without losing a unit and there are plenty of game mechanics that make it possible. But if a stack suffers no losses then it can take out an infinite amount of enemies without getting used up in the process, so the only thing that limits that is their speed of movement and number of enemies to destroy.
I tried to make it so that the AI forces the player to lose units whenever possible, but that's not an option in case of game mechanics designed to prevent that, like regeneration or heroes.
Yes it's possible to get a stack of doom that wins a lot of battles (although I've never actually had that problem), but I always thought that was supposed to be one of the ways to win.
And it sounds like an edge case with the right items on the right heroes towards the end of the game. That's when all the aspects of the game come together to make it possible.
For me doom bolts, psionic blast or cracks call seem to kill my heroes before they do much anyway.
Regarding razing, I rarely do it and didn't realise it was the optimum way of playing. I thought that having an extra city would be more beneficial than lettings your stack move on faster afterwards.