First off I would like to thank the dev team for bring a very very good game to the table. My hat off to you sirs.
Let me start with a list of topics I want to touch base here in this post.
- Combat Speed vs Movement Speed
- AI Land grab
- Party/Squad/Company Issues
- Various Aesthetics
1. We have all see how horrid tactical combat can be, and how easy it can be. The issue I see here is that movement speed and combat actions use the same pool. The simple fix is to break it down:
- Fatigue Pool for Movement
- Action Pool for Combat Actions
This way we can have the units that are supposed to have a lot of attacks, but slow movement as well as fast strike movers that get limited attacks for the trade off of speed. This will also open up the use of skirmish tactics with light calvary. You can keep the equations, but just apply it into different subsets.
2. This one is very very annoying. The AI will always rush a pioneer or two out the door and place cities right in your neighborhood. One of the things I have found is when playing on large map and with all 10 kingdoms the land mass is way to small. Also it is way too cheap to make new cities.
- New cities should take more gold, and use resources
- Up the tile limits on the maps so a 10 kingdom game is not so tiny
- Change the code so AI do not seek out your capitol and set up shop on your doorstep
This should help a lot with this very annoying issue.
3. I really like how they make parties, squads and companies. However, from what I have seen, is this is merely for mass producing unit. They do not function like their name sake, and ultimately the system just makes a mass of units into a single unit tactically. There is great potential here to make some great tactics. There are several things I would like to suggest to combat groups:
- Mixed Unit mode
- Tactics tree that groups can utilize under various conditions, configured out side of combat
- Unit abilities for afore mentioned Tactics tree
This is where the tactical combat gets even more tactical. Squads and Companies and even Parties (in the MMO sense) Use mixed units to get the job done. This is a simple way to automate some of the functions of a battle. Such as medics healing members of the group.
4. This section has been mentioned before, but some of the unit scales of the main map are way to big. Namely dragons and ships. I zoom all the way out when I have ships and dragons simply so they do now gouge my eyes with their hugeness. Some might like this... others not so much. Add something like Dithering or scaling options for the player.
Thanks again for the great game.