carlpgoodrich wrote:Cool map natty! Just looking at this for the first time, its a bit hard to get a feel for how games will play out without knowing what neutral values you are thinking (especially for the buildings). I like that the factory bonus is tied to the mines (food refinery/farms, etc.), that concept of playing both the map and your city works well for this sort of map.
Thanks! It's very early in the development, so there hasn't been time to think of neutral values much. I'm sure we can work that out in gameplay.
One thing I would really like to see is the concept of "you gotta feed your army." I wish there was a way to cap the number of reinforcements you get by a formula that includes farms. For example, consider the formula:
Well, that sounds like a cool idea. But I'd rather concentrate on the XML features we have now. If we get new features while the map is in gameplay (or here) then we can take those in account when designing the gameplay.
Also, like Tacktix said, the map already has a lot going on for complexity. There's a certain limit to how much a CC map can reach for realism... certain things used to give more realism in other, more complex strategy simulations do not necessarily go well in the CC format, which is, in the end, a very simplistic format.
I'd say OC is already touching on that limit, and pushing the envelope on complexity.
Anyway: the farms are already an important resource, being the most abundant one of the three resources (villages-farms-mines) so you could say that it already encourages players to go for the farms.
You could think of it this way: the farms already produce food for your armies, so you don't need to worry about that. But if you conquer those farms and take over the food production yourself, you get the food for free, so you can spend more on armies and have larger armies. Does this make sense?