Hard forever?

Should i be afraid of how there economy is going to work in this game, Considering all the diffrent types of resources that might be implemented due to there tech tree? I guess there resources would be cool if you could only prospect the resource when your civilization is advanced enough. But if i had to start the game out and gather alot of resources right off the plate it would be a bit annoying. "To me of course".

And does anyone have an opinoun on what the've said about having to many city's and how it could cost you to much of certian types of res. Which leads you to breaking those citys off from your kingdom, So to speak.  I think its a superb idea in term of not being able to get, Tremendously big and it caps your research rate.

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Reply #1 Top

While I am nervous that the economy aspect of the game is going to get crazy complicated, I think enough of us here appreciate a streamlined approach that while it may have a learning curve, it will be approachable.

As for the sizing issue - I think the idea is more to shift the focus when you have a gigantic kingdom from micromanaging every single city to managing your relationships with the nobles that serve you, which is a terrific idea.

Reply #2 Top

What a relief, I thought this thread was going to be about a Viagra purchase gone terribly wrong. :banhammer:

Reply #3 Top

What a relief, I thought this thread was going to be about a Viagra purchase gone terribly wrong.
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:O  ... :rofl:  

Reply #4 Top

What a relief, I thought this thread was going to be about a Viagra purchase gone terribly wrong.

:O   ... :rofl:
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Dear lord............

I'm actually more worried about the game's economy being dumbed down, but I don't care overmuch either way. Just no lemonade, OK?

Reply #5 Top

I think that if something is easy, then it is also boring.  Challenges (hard games) are interesting to me.

Reply #6 Top

I'm actually more worried about the game's economy being dumbed down, but I don't care overmuch either way.
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Im worried about this as well, I sure hope the devs give us another chance to sway them in a certain direction. I don't want to see the economy be so simple like in every other 4x game since the beginning of time...

Reply #7 Top

The economy of this game could very well make or break the game. So they really have to balance the economy out well. Along with a complex economy it can be frustrating at times, Making most of the game gathering resources. That can be a good thing but it has to be well balanced with the other half of the game to which is Domination.

Denryu = :rofl:

Reply #8 Top

In regards to the economy, I am with you guys.

I agree that difficult to master games are the ones that provide the long term fun. And I think that complexity can be added to the game that doesn't scare people away.

What becomes not fun (for most) is if things are both complex and confusing, so that it is not clear what to de to achieve a desired result.

In my opinion, a great deal of complexity and ability to drill down and micromanage need not make the game "hard" to play. Nor at lower difficulty settings does it make it harder to win.

The complexity should come from having multiple levels of simple systems.

The simple systems should be very commonsensical, don't make a bunch of rules of how things work that only work that way because "we say so". With things like the economy, I think it is very important that what you do in order to achieve a desired result should be fairly straightforward. (What may not be so obvious are other side affects that your action could have). Again these unintended consequences should make sense, they should not just be arbitrary "gotcha's" but it is having some unintended consequences to a simple action which contributes to that wonderful formula "easy to learn, difficult to master". It is learning how to plan ahead for, manage, mitigate or capitalize from these cascading "unintended consequences" that separates the novice player from the guru. And the game should still be fun and playable for the novice, but also still provide opportunites to gain further insights to the guru.

With a few notable exceptions, onc e I feel I know every inner working to a game, it gets shelved. Of course, a good many games get shelved long before that, simply because they were overly complex (in a bad way) or just did not grab my interest to make me WANT to dig deeper.

 

Reply #9 Top

What becomes not fun (for most) is if things are both complex and confusing, so that it is not clear what to de to achieve a desired result.
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I'm far more annoyed by needlessly repetitive mouse/keyboard task than I am by a steep learning curve. But I reserve the right to be a greedy whiner about UIs that do little or nothing to help a solitary player learn the game. I love GC2, but I would never have been able to get the replayability fun out of it that I did without the help of forum folks explaining things that I could have learned fairly easily through any number of UI approaces, e.g. a tutorial-mode layer of ScreenTips with content that had gotten some editing by non-dev-types.

Reply #10 Top

I like Denryu's idea. Because it will keep you hooked, And when you become more and more experienced you know what to whatch out for and how to work around tight situations. It makes it possible for not only luck to be the common denomenator in a situation but now it becomes skill. And thats one of the most important things to me in a game. Allowing for the better or more experienced player to stand out and and prove his dominance to his opponents.