Age of Wonders 4

Age of Wonders 4

Empire - City Expansion Mechanic
12 条留言
Funi Time  [作者] 18 小时以前 
@Veltas

Thanks for the feedback.
I couldn't remember if the game locks you out of the Expanded Governance unlock on Megacities or Chosen Destroyers.
At least you've tested one for me.

Did it seem too cheap to get the stacking buffs?
I'm still trying to determine if the Imperium cost is too low
Veltas 11 月 16 日 上午 7:51 
the one game i played this weekend was actually in a megacities (only 1 city) realm, so this might not be the most useful feedback. Basically with the stability buffs, my city was easily super stable. Pretty cool though. This didn't really give me an opportunity to see how the penalties for having too many cities would be. I'll have to see next time i play a standard realm
Funi Time  [作者] 11 月 15 日 上午 2:04 
Cheers
Always worth looking into how to make the implementation better
SidewalkOfPain 11 月 15 日 上午 12:31 
No worries, I was just taking a shot in the dark.

Thanks for the reply and happy modding.
Funi Time  [作者] 11 月 14 日 下午 6:35 
@SidewalkOfPain
It's a good idea but i can't think of how I could get it to work with the tools available.
To my knowledge there's no way to flag the current number of cities built as a trigger to apply a property. Maybe with scripts but that's outside my experience.

I can apply a property to a building specifically i.e. Town hall
I can apply a property to a building that applies a property to the whole side (whole empire)
I can apply a property to the Empire Skill Tree that applies a property to all cities or the whole side
I'm also limited to the properties types available in the mod tools

I don't believe there's a way to add a property after X cities are built. And the other methods will result in a stacking malus that i won't be able to reduce for the first 3 cities. Could potentially do it if I also reduced the starting city limit to 1.
Funi Time  [作者] 11 月 14 日 下午 6:32 
@isaacaderogba1 @SidewalkOfPain
Appreciate the good feedback

I'm playtesting currently and would like to hear others experience for better balancing / application
SidewalkOfPain 11 月 14 日 下午 4:13 
Great idea and elegant method!

Though it seems a little tame in terms of tradeoff. And the malus is going to hurt the AI, since it can't really handle this.

Maybe a flat 25% bonus on all production for each unlocked slot above the base 3 might make more sense, with a -25% malus for each city after the first three?

That way, it will keep the AI at effectively a +-0%, while the player can decide if another city would be a benefit. I know the bonus seems high, but an additional city is extremely powerful, even if it takes a while to actually turn profitable.
isaacaderogba1 11 月 14 日 下午 3:14 
Incredibly thoughtful design. Makes so much sense too
Funi Time  [作者] 11 月 14 日 上午 11:35 
@Veltas @ilya-rysenkov
Feedback would be appreciated

I'm really trying to model the unrest mechanic from Fallen Enchantress but also build in a benefit to building tall.

I'm sure ill need to tweak some numbers to get the balance right
ilya-rysenkov 11 月 14 日 上午 10:56 
Seems interesting, reminds me of Civilization.
Veltas 11 月 14 日 上午 7:41 
Interesting! I like playing with fewer cities; I will try this
Funi Time  [作者] 11 月 14 日 上午 3:01 
Changelog: 14/11/25
V1.0

Initial Release
Feedback welcome - haven't tested for game feel / balance