Highly automated micro management

Sovereignty is a turn-based fantasy strategy game for the PC. It combines a kingdom management campaign game with a general's level tactical battle game.

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Xerkis
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Highly automated micro management

Post by Xerkis »

This sounds like a contradiction in terms to me.

“Micro management” (to me) says I handle doing the detail work of managing all the intricate stuff. Which – by the way – I love to do in games and this would make the game (to me) so much more enjoyable.

But then, “Highly automated” (to me) says that the game will handle all of this detail stuff.

Which way is it? Please explain.
:?
lordzimoa
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Re: Highly automated micro management

Post by lordzimoa »

It means that it is actually quite a complex game and there is a lot going on under the hood: trade, resources, diplomacy, army management, magic, spells, heroes, cards, landmarks, ports, fleets...

But when you play it we tried to make the experience as smooth as possible, so yes you are not overloaded with too many distractions.

An example is eg. the game will automatically search for the best and most profitable trade routes for you, so even when you have neglected them, you still have your money coming in to train your armies or research more magic or bribe some ambassadors. :-)
Xerkis
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Re: Highly automated micro management

Post by Xerkis »

Ah then here is where the balance comes in.

I as the player get to delve in to coming up with the details of “when you have neglected them” part of it. But the technical end will be handled by the game.

Ok – that sort of makes a little bit more sense to me. But I’ll obviously reserve judgment until I see it in action. . . . and I cannot wait for that. So far – this sounds like a game I have been long waiting for.
:)
Terrement
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Re: Highly automated micro management

Post by Terrement »

By comparison, if you are familiar with the Age of Wonders series, there was an "advisor" that would recommend what building to build next. Don't know the math behind it, and don't know if it was a static model, (first build this then that, then this other one) or if it was based on the size of cities, or if it was based on when in the game it occurred, or based on the perceived threat (build on path "A" until threatened, then take path "B" and continue on "B" until attacked and then go to path "C"). Weren't required to take the advice. But since you didn't necessarily look at each and every city each turn, the "advisor" was at least keeping track of when a city had completed a building or recruitment or upgrade and let you know it was again available to do something else. I liked not having to manage a spreadsheet of each location in the realm but still having the decision making left to me.

JJ
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