View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0011508 | Skyward Collapse | Balance Issue | May 16, 2013 4:05 am | May 17, 2013 8:04 pm | |
Reporter | zharmad | Assigned To | tigersfan | ||
Status | resolved | Resolution | fixed | ||
Product Version | .815 | ||||
Summary | 0011508: On potentially invincible strategies | ||||
Description | This issue is directed in the longer-term at balancing in particular mythological tokens and woes. What is the minimum effort required to set up invincible positions? Do we think this is too easy for the player? = = = As of 0.815 = = = On the problem of infinite Paladium and Cornucopia spam: (1) I set up 2 greek towns producing minimal military (one front 1 back), separated by marsh tiles xN. Each town is 3x3, 3x4, or 3x5. - Run Paladium non-stop (this requires 12 rocks per turn, or 3 quarries.) Building ranged units increases the rock burden. - Run cornucopia non-stop. This requires 1 horse/turn. 2 Ranches. - Each town contains minimum of: 1 barracks, 1 smithy, 1 butcher, 2 quarries, 1 ranch. In addition, 1 iron mine, 1 carpenter, 1 stone-mason is required to support army. - Cornucopia and Brokkr conveniently avoids many building requirements. - Town arrangement counters Paranoia. Size of town mitigates Edge of Civilisation, such that it is entirely recoverable in 1~2 turns. 2 towns counter Traitors and Revolution. - Town creates its own choke-point by preventing tiles from growing to the sides. - The front town survives against an infinite number of enemy units, until guild-strikes, at which you you sacrifice the front town and leap-frog backwards to a 3rd town. Issues: Resource dependency of Greek tokens are significantly simpler than Norse equivalents. This also cannot be done with Norse. We can prevent this by imposing cool-downs or diversifying the resource requirements for the two greek tokens. | ||||
Tags | No tags attached. | ||||
Internal Weight | Major Problem | ||||
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Most of the counters you mention, like countering Paranoia with a certain town makeup, is not in my opinion a bug. If you're playing that way, you're sacrificing quite a bit to do that, and you're doing that in fact to avoid a POSSIBLE future thing that may never happen in your game. The non-stop tokens stuff is fixed. The front town surviving against infinite enemy units seems unlikely now, though let me know. Towns should not really create choke points, although they may happen to by chance. The game is perfectly capable of building around them, and will do so. But at a rate of 2 tiles per turn, that's only going to happen so frequently. |
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I'm going to mark this as resolved since _everything_ has changed in terms of balance since this. |
Date Modified | Username | Field | Change |
---|---|---|---|
May 16, 2013 4:05 am | zharmad | New Issue | |
May 16, 2013 4:34 am | zharmad | Description Updated | |
May 16, 2013 12:18 pm | tigersfan | Internal Weight | => Major Problem |
May 16, 2013 12:18 pm | tigersfan | Assigned To | => tigersfan |
May 16, 2013 12:18 pm | tigersfan | Status | new => assigned |
May 17, 2013 12:53 pm | Chris_McElligottPark | Note Added: 0032320 | |
May 17, 2013 8:04 pm | Chris_McElligottPark | Note Added: 0032395 | |
May 17, 2013 8:04 pm | Chris_McElligottPark | Status | assigned => resolved |
May 17, 2013 8:04 pm | Chris_McElligottPark | Resolution | open => fixed |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |