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Graphically, it looks really nice.

From a mechanics and pacing perspective, it currently feels like the optimal strategy is to expand as wide as possible early on and capture as much land as you can.

It might be interesting to introduce a trade-off for expanding too aggressively. For example, tiles that are captured far from your core territory could suffer reduced efficiency or loyalty. Distant regions could even risk revolting if not properly managed.

You could then allow players to mitigate this by investing in administrative buildings, palaces, or regional infrastructure that improve loyalty or efficiency, but with an upkeep cost.

This would create a meaningful “wide vs tall” strategic choice instead of expansion always being the obvious best move.

Thank you for you comment! 

I understand your point, though I wanted to design this game mostly about conquering regions, maintaining existing territories. It's a crucial game strategy to choose a proper starting region, decide on attack directions, key areas to occupy. Region development actions are not developed and impactful to compensate for not conquering new regions. 

Though, you still need to balance regions growth vs raising and recruiting armies. If you hire too much early, that decrease population of your core regions. But.. you can conquer more, and use initial regions, just as a recruitment base. 

Still, I am testing some concepts of different strategies that's why I am so keen to hear feedback like that