Rebalancing danger mechanics (Full Version)

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btonasse -> Rebalancing danger mechanics (6/21/2020 4:09:02 PM)

It seems really too punishing right now, especially since it can go up via events totally out of control of the player (and even when a leader succeeds a skill roll on those!) and afaik there is no way to reduce other than waiting for time to pass. Also I understand why the population would be dead scared if an army came close to the city gates, but if on the same turn that army is wiped by the city garrison without breaking a sweat, I also think this should help reducing Danger.




zgrssd -> RE: Rebalancing danger mechanics (6/21/2020 6:02:24 PM)

"The higher the Civilisation Score the quicker Unrest and Danger are reduced. However, the reverse is true for Fear"
But that is about the only way to beat it.

I agree it is punishing, but I do not feel it too punishing. It needs Unrest or some other things bringing happiness down to case an issue. And in that case, you should have fought that other issue. [;)]





btonasse -> RE: Rebalancing danger mechanics (6/22/2020 8:36:53 PM)


quote:

ORIGINAL: zgrssd

"The higher the Civilisation Score the quicker Unrest and Danger are reduced. However, the reverse is true for Fear"
But that is about the only way to beat it.

I agree it is punishing, but I do not feel it too punishing. It needs Unrest or some other things bringing happiness down to case an issue. And in that case, you should have fought that other issue. [;)]




In the late game, maybe. Early on, one or two events can bring your danger up to the 40s and that's about 20 turns of negative happiness you can't do anything about right there.




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