TaCktiX wrote:Keep in mind that all basic research can be attacked by the lab, no requirement of order. Saying "next level of research" when referring to mines would be misleading.
As for the suggestion to change Zeppelins off bombarding capitals, definitely. Doing that with the new losing conditions in place would be a major put-off from the "point" of R&C, that of having any number of strategies you can go after, based on your position in the map (intentional asymmetry), the actions of your opponents (are they expanding wildly or staying close to home), and the procession of your own dice (whether or not you managed to get 5 territories conquered last turn or just 3). So the research needs to change again to retain relevance.
However, I don't think it should be allowed to bombard mines. As valuable resources it makes sense from a gameplay perspective, but it's such a direct and simple nullification of the power of the Mining research. Also, it allows for a lot of easy spying on all sectors of the map, even if you disallow bombarding homeland-based mines.
Instead, I would suggest we go with the zeppelin being able to bombard the homeland and a certain region immediately adjacent to the homeland, likely out to the rivers and mountains. We could show this with either a zeppelin-looking symbol (con: takes up more space), or with some color bordering of the same shade as the text of the nearby homeland (con: harder to understand). Preference?
I agree that it would break the mining tech too much to allow Zepplins to bombard them. I think that this suggestion would work if it wasn't for the additional space that it would require on the board to mark all the territories that the zeppelins can bombard. I suppose the colour bordering may work if you can figure out a way to make it clear in the instructions.
OliverFA wrote:Or... WE COULD MAKE ZEPPELINGS THE DOOMSDAY DEVICE TECH!!!
Instead of automatically winning, you get able to bombard the full map through zeppelins. Including capitals.
When this map was started this did not make sense, But now, thanks to losing conditions, I think it is less abstract and way cooler.
I also think that this is a very good idea for how to handle zeppelins, or at the very least an interesting change to the Doomsday Device.
The major question that comes to mind is whether what you were suggesting was to replace the zeppelin tech with something else. If that's what you were suggesting, then the next obvious question would be what new tech do we come up with?
OliverFA wrote:Zeppelings are more important than it seems. They are the way to take your homeland (and your capital) back. They are also the way to make it more difficult for you to keep other players' capitals. Remember that the bombard works always even if you have lost your whole homeland.
The difference is that they are more a defensive tech than an offensive one. And I think it's a good thing, in order to add a bit more variety.
Maybe they could be renamed to something like partisans, because that's the way in which it works. And in order to make it more interesting, add a small autodeploy of +1 or +2, which would acumulate since those troops cannot be reinforced anywhere.
There is no way for Zeppelins to take back the capital, as they are bombard only.
I don't think that the autodeploy is a good idea. It goes away from the general feel of how the tech tree works. Though I guess zeppelins naturally do that anyway given that they can bombard the board.
One major thing that you missed is that Zeppelins, even in their original form, allow a player to bombard a neutral over and over again for cards during card games. This, as anyone who plays Feudal or any number of other conquer based maps with bombard spots, is a fairly big thing as it allows a player to stay in the same general vacinity and build troops. Whether you wish to allow this type of gameplay could be a factor in the decision of keeping zeppelins or converting them to something like the Doomsday Device tech.
TaCktiX wrote:To have them be a viable killer neutral we would have to drop the research's neutral count significantly, as there is no ability to set different neutral values. Otherwise, you'd kill 15-something armies EACH TIME you wanted to just kill a couple armies on the map. Not a good plan.
But at the same time, dropping the neutral value puts it way different than every other research, and I think it goes against the theme of the map's researches. You burn through all those neutrals, the ability is yours, for the rest of the game. Adding a killer neutral cheapens that significantly, and only to provide an alternate path to decimating an enemy's homeland. With exception to a Doomsday victory, I would prefer to see large expansion required for success in the game instead of CC City Mogul-like instagib victories.
I agree that the killer neutral idea isn't a good one. It goes too much against the general idea of researching and having the benefit. It's also too dififcult to cram in another 6 spots to simulate building the zeppelins as well.