ian77 -> Suggestions for Waste (8/19/2005 4:50:35 PM)
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I hope this is not too presumptuous of me but I should like to make a series of Game Play suggestions. These are not necessarily my own original ideas; Waste Overall I really like the concept and implementation of waste. It helps to stop COG from being just any other empire building game where once the player hits critical mass it is only a question of when not if they will win. My biggest problems with waste are money and food. Playing the longer campaigns it becomes impossible to place a single depot without causing starvation amongst civilians and the inability to pay all your unit support costs. Courts - every level of courts in each province should generate one additional gold, after waste has been applied. Farms - every level of farms in each province should generate one additional food, after waste has been applied. Every province with level 6 Courts, level 6 Roads, and level 6 Culture increases the waste base level by one. The province must have all 3 developments at level 6 to qualify for the bonus. Now instead of waste kicking in at 10 textiles we will get 11 before waste begins. Not a huge improvement, but every little helps. To my mind this represents a province with good infrastructure and government presence/supervision. I believe these suggestions will encourage players to build more courts and roads, and to develop farms in all provinces not just those which they target as food producers, but without completely unbalancing the present waste restrictions. Early game we may see more excess cash and food, but the existing stock piling limits will continue to stop this being a major problem IMHO, and I think they may be easier to implement with regard to programming(?)... I also think that it will now be more practical for a nation to plunder its own developed provinces to reduce their economic value to the conquering power… a good practical reason for scorched earth tactics. Ian
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