bluemonday
Posts: 233
Joined: 6/20/2005 Status: offline
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This is a fun game, but after numerous playings (both solo and PBEM) I'm left wondering why a lot of things were done the way they were. The suggestions I have are structurally too fundamental to be incorporated into any CoG patch even if the designers agree with all of them, buit I think for future releases, you guys should consider some things. Just my opinion, feel free to disregard. 1. The game design feels way out of balance. CoG seems to be primarily a wargame in what the player can do that matters. The whole game is driven by the military movements, obviously. Yet the number of choices in the military game is surprisingly small: move your armies/corps, place depots ... and that's about it. In most games, my turn takes less than five minutes. That's not bad in itself, but it shows that in a game with so much detail, a lot of that detail is pointless. 2. By contrast, the economic game, which has so much opportunity for player interaction, actually doesn't need it. I have the option to manipulate all sorts of sliders, but in practice I rarely touch them after turn 1. I used to be really anxious for the release of the "economic primer." Now, I totally don't care because I realize it doesn't matter at all. The economy just runs on autopilot apart from some gross manipulations like changing the tax rate. Yet there are so many things in here that are differentiated for reasons unknown to me. Why are Luxuries and Spice separate items if they're both controlled by the same slider? Likewise, most developments don't really make much of a difference. There are some you really need in certain cases (Barracks) and some that are pretty much useless relative to ultimate return-on-investment (Banks/Farms). This is because the games generally end long before any of this infrastucture investment pays off. And even in long games, these end up not having much direct impact on your turn-to-turn considerations. Note that the most important improvement is directly tied to military, and thus one of the most important considerations in the game (Upgrades) is a military consideration, which reinforces point #1 above. This is a wargame, but without enough ways to actually get involved in the war. 3. The diplomatic game, which should be a big part of the game, has far too few options in some areas and too many in others. Feudal Rights and Royal Weddings seem to be relatively worthless in most situations because the most games don't last long enough for them to matter, yet there are numerous times when the system feels too crude for me to achieve anything I need to. Coordination with allies is a big problem, and while I may spend years building up good relations with a nation, someone else can easily get that nation to declare war on me (even if the two nations hate each other) by offering some long-term Free Passage rights, which under rational circumstances would be considered totally worthless. In a period where so much depended on diplomacy, this is a major disappointment. Rather than creating a game that simulated the Napoleonic Wars, I feel like the designers created a program that simulated the Napoleonic Wars in that so much goes on without the player's input (or even concern) that I often feel like I'm only manipulating the top layer of a system that in many respects is moving along without me, but because it is so static, I don't really care. In the next game, I'd carefully consider what effects you want to have and then evaluate each aspect in terms of player decisions. If the player chooses this avenue, what will the effects be? If the answer ends up being "well, not much in the end," just abstract that part out. There is nothing more pointless than micromanagement than doesn't even give you any tangible effect. That way, you can concentrate your development time on building systems that really matter. Having things go on "under the hood" is fine, but they should be presented to the player at a level where his input matters. Showing a bunch of irrelevant factors isn't helpful: combine them and present them as an aggregate effect. I have no opinion on the tweaks to make the game more "historical" by restricting the movement of Turkish fleets so they don't end up in the Baltic. That's fine if you want to do it. But note that of all the suggestions players have been posting about the game (for improvements, not necessarily bug fixes), 99% of them have had to do with military matters (corps doctrine, troop types, etc.). That part of the game needs to be seriously fleshed out. The other parts need to be constructed so that they interact efficiently with this part, not so that they float along separately, having an overall effect but not really being part of the game the player is playing.
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