Some things that bothered me.

This might be considered in the expansion. First I would like to revoke my opinion on the large empire penalty. We actually need something to challenge both approval, and economy. I was supposed to the large empire penalty because I didn't know how to overcome it. When I figured it out they took it away. It would have been better to replace it with something when they took it out. I guess that is what mercenaries did. 

The wheel really bothers me, not because it is there, but because it is now useless. It I had to overcome coercion, then it would be challenging, but now it is always there wasting production. I didn't use the focus buttons for most games in two because it was a waste. In two we had taxation affecting morale, social production, military production, research, and money. This is what helped to make the game fun.

A big reason to not go back to civilization is because they removed science, entertainment, and money sliders. 

In three they replaced all that with the wheel. I miss taxes. Now with constant coercion with no way to overcome it. A big management fun of two is gone. 

There needs to be a large empire penalty to overcome, not to stop expansion, economic wall, or requiring resources to build buildings, and ships. Something needs to be here. 

What I'm saying this game is missing important elements that it used to have.

I probably should apologise I like this game, but I do miss these aspects from two.

13,590 views 1 replies
Reply #1 Top

I also don't think coercion as it's implemented in 1.9 is ideal, especially as the penalty hits twice, in production and in morale, affecting raw production. The coercion as in 1.8 I thought was fine, because it still let you adjust the sliders to an extent without penalties.

Since the basic idea of coercion was that economies don't work too well if people are assigned jobs they don't enjoy, maybe they could consider a solution where not wheel imbalances in general, but wheel CHANGES cause coercion. After all, the wheel change is what would cause people to become unemployed. A number of turns after a significant wheel reallocation, this coercion penalty should gradually lessen and eventually disappear again ("as the laid off people are retrained and reemployed").

But maybe all of this will become redundant anyway in Crusade... let's wait and see.