Oooh neat I'll have to check that out when I have time! Is the cost scaling independent of # of cities? Intuitively it feels to me like that should have a cost-reducing impact, but maybe that's because I'm missing something in what you're going for here. Also sent the file!
immaterialwhirl
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Makes complete sense. I really love how you've done the "techs"/descriptions btw. Good critical theory spice.
Hmm I see. I'm not sure of the exact count. A lot of troops for sure, but I also have a ton of towns. Would there be a way I could share my save file with you? I feel like it'll be easier if you just play a few rounds than me trying to explain it more fully.
I have some more feedback. Trying to be helpful, so do let me know if it's too much/annoying! There seems to be a bug with the time scaling function. As the game goes on, building the same stuff takes more and more years. I got to the point where hoplites take 1k+ years, even in big, productive towns. Similarly, research starts taking longer and longer, like probably 100+ turns between advances. Maybe the research slowdown was because I had finished exploring the map? Either way, seems like a pacing issue.
This is neat!! I'm still learning the game, but fwiw I definitely feel that cities not having a rest action is a major friction point. I'm currently in a long period of peace and exploration, but I can't rapidly skip ahead because my 2 towns have to keep switching the same hex back and forth between
mine and forest (can't build anything else).
Another question: is there any way to control your standing with other civs? Seems like if you are peaceful, that is that, and there is no way to change it. But maybe I'm missing something.