@xophnog I didnât say that it should be the way, i suggested that is one way they could do it. And i stress repeatedly that it all depends on how they decide to make things work.
Another way i suggested is purely a matter of how you spend your resources, which seems more in line with what we know about the game right now. For example, they could balance it so that if you spend too many resources in the military portion of the game, you might not be able to develop as much in the diplomatic branch of the game.
Well the different races makes the idea that you will miss out on 2/3 of the gameplay by playing northsmen rather than Ascendancy entirely moot. Whatever you do as a human, you are missing out on content that you can only do or have as a dwarf. Their comment can now only mean that as a human you should not miss out on any inherent content of the human playthrough.
Though to be honest, i think you should, as that creates a reason to play again, and again, and again to see different results or aspects even in the same race. Replayability, not only modifiability is key to longevity
My main point tho, is that you should not be punished for not investing a bunch into the farming branch. Which you are not, you still get your crops and everything works.So this same philosophy should be applied to all other branches, for example if i do not want to focus intensely on military, i would be able to make some soldiers regardless, and that would be enough in singleplayer, but in multiplayer that might not work.
@Xavion And if you do not want to make a huge development into the monasteries, should someone with the clerics be able to steamroll you just because they have clerics? No, there needs to be a counter unit.
Especially in a sandbox strategy game where builds are driven by a wide variety of intentions for example âi want to make a religious capital of no comparison!â all the way through âI want to ignore religion and choose to build universities to improve technology!â So maybe some more steampunk-y units researched with high end educational building, and crafted using the engineerâs skills to counter clerics? I Dunno,
And if a balance between military and diplomacy would be near impossible, then everyone would just play focusing on military, making it a monotonous sea of samey samey.
@xwminsing Every city should do a little of everything, otherwise you miss out on base resources, itâs a question of more higher-end benefits like for example, focus military and get siege engines, focus religion and get a super-cleric/archangel, focus education and get steampunk-y weapons using the same model that if you focus on farming you get higher-end crops.
And i agree entirely with you, focusing in one area and not in another should not leave you an easy target and that specific balancing decisions depend entirely on how Radiant decides to handle technology, development of the branches of the game, or even resource management.
@Gamer36 I should edit my OP as thatâs what most people seem to quote, and my views have evolved.
Iâm now of the mind that while the cross dependency (tech tree isnât really the right word, talent tree might be a better comparison) handling of the nonessential branches is one way of doing the balancing, i think relating it to resources would be better and also make it so that there are counter measurements available in high-end development of each branch, as mentioned above.
(Non essential, as in anything not needed to survive. Having a decent fam is necessary, even developing deeper into farming might be necessary. Having some soldiers to fight off the goblins is also necessary, especially as you grow richer, but having a military capable of wiping out an enemy playerâs highly developed city, is not essential to survival.)
Anyways, It is great to see so many people of differing ideas come together to discuss their opinions. If anyone can think of other areas where problems like these could arise in the core game, do put it forward