Do you like randomized build options? Why?
Moderator: Pocus
Do you like randomized build options? Why?
I will go first as I raised the question.
I believe Pocus said this is done to create play variety and specialization.
I find there are two other ways this goal has been achieved.
* Limiting build spots based on fortress size as per some of the TW games.
* Making conditional build trees such that you decide if this is a military or economic region, Romanized or occupied region, etc... This was done by a few of the TW mods and also shows up in some PDS games.
I find pick 6 cards off the deck approach one of the novel, but not so pleasing features of FOGE. Why?
* It has been stated even emperors could not choose the flow of commerce like micro economics. True, but I think some items were more under the control of the state than others. For example, the decision whether to fortify or build roads. I believe in Rome this fell to the Senate, Emperors, or Governors. Achieving such projects should not take 100 years of shuffling. I think ancient fortification projects ran for 3-10 years.
* This more favors playing wide. Except for the military which favors a provincial focus, many buildings like commerce/culture don't matter so much where they are built. Thus, the more rolls you get, the better your chances of getting that Wonder or Emporium.
I know you can weight the deck by some events that come up, but in general, I find their impact too broad.
So, what do you think of this approach? Game changer breaking new ground? Or frustrating, because you want to relieve the general who won't have his legions build a road, but would rather build brick walls?
I believe Pocus said this is done to create play variety and specialization.
I find there are two other ways this goal has been achieved.
* Limiting build spots based on fortress size as per some of the TW games.
* Making conditional build trees such that you decide if this is a military or economic region, Romanized or occupied region, etc... This was done by a few of the TW mods and also shows up in some PDS games.
I find pick 6 cards off the deck approach one of the novel, but not so pleasing features of FOGE. Why?
* It has been stated even emperors could not choose the flow of commerce like micro economics. True, but I think some items were more under the control of the state than others. For example, the decision whether to fortify or build roads. I believe in Rome this fell to the Senate, Emperors, or Governors. Achieving such projects should not take 100 years of shuffling. I think ancient fortification projects ran for 3-10 years.
* This more favors playing wide. Except for the military which favors a provincial focus, many buildings like commerce/culture don't matter so much where they are built. Thus, the more rolls you get, the better your chances of getting that Wonder or Emporium.
I know you can weight the deck by some events that come up, but in general, I find their impact too broad.
So, what do you think of this approach? Game changer breaking new ground? Or frustrating, because you want to relieve the general who won't have his legions build a road, but would rather build brick walls?
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Bullseye500
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Re: Do you like randomized build options? Why?
I consider the random building option to be one of the games great strengths.
Re: Do you like randomized build options? Why?
I like the machanic as it is. It limits minmaxing and 'perfect builds'. It also adds a bit of chaos which makes replays more interesting.
TBH what could be better wrt to this mechanic is the amount of information you get of the effects of each build on this and neighboring regions. That is a bit tedious.
P.S.: you chose a bad example. Roman legions can build roads at will (for money). So that exact mechanic is already in the game.
TBH what could be better wrt to this mechanic is the amount of information you get of the effects of each build on this and neighboring regions. That is a bit tedious.
P.S.: you chose a bad example. Roman legions can build roads at will (for money). So that exact mechanic is already in the game.
Re: Do you like randomized build options? Why?
+1Bullseye500 wrote: ↑Mon May 04, 2020 9:20 am I consider the random building option to be one of the games great strengths.
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Morbio
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Re: Do you like randomized build options? Why?
I agree too
+1
+1
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Alcoolamus
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Re: Do you like randomized build options? Why?
I also really like the randomization of buildings, and since I played FOGE I can't go back to Rome 2 dull building system. At least in FOGE you have to deal with what you get and it's way more realistic as well as adding replayability. I agree with the arguments stated in previous comments as well
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travling_canuck
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Re: Do you like randomized build options? Why?
Just wanted to weigh in that I love this system. For me, it creates a lot of interesting decisions. "Is this good enough to build, or should I hold out for something better?"
I may have an initial plan for how I'd like to develop a region, but practical considerations and immediate needs often intervene. It also helps make my empire feel more alive, like something I'm trying to guide, but which has a mind of it's own.
I do, however, think there could be scope for more Decisions related to military structures. As a game play mechanic, I like that I can't just slap walls up everywhere, but this area could be under a bit more control than some of the others. One way to model this could be to create a new Decision, that isn't dependent on having an Academy, that allows you to choose between re-seeding in one of four areas: defensive structures, infantry structures, cavalry structures, or naval structures. There's some overlap here with the existing Academy-dependent Decision, which could perhaps be re-worked.
I may have an initial plan for how I'd like to develop a region, but practical considerations and immediate needs often intervene. It also helps make my empire feel more alive, like something I'm trying to guide, but which has a mind of it's own.
I do, however, think there could be scope for more Decisions related to military structures. As a game play mechanic, I like that I can't just slap walls up everywhere, but this area could be under a bit more control than some of the others. One way to model this could be to create a new Decision, that isn't dependent on having an Academy, that allows you to choose between re-seeding in one of four areas: defensive structures, infantry structures, cavalry structures, or naval structures. There's some overlap here with the existing Academy-dependent Decision, which could perhaps be re-worked.
Re: Do you like randomized build options? Why?
Another vote in favor of the current system. I often have nail-biting decisions about which building to forego, which would not be the case if I could just do it when the other option is completed.
Re: Do you like randomized build options? Why?
I like the current system. It occasionally forces me to make important decisions, throwing up perhaps three options that are all crucial to the region's development and I have to choose one in the knowledge that it might be a very long time before I am offered another chance to build the others. That said, I rarely reshuffle the options unless I need an option that doesn't occupy a building slot. Perhaps I am missing something there.
Re: Do you like randomized build options? Why?
There is probably a selection bias in the vast amount of positive replies, if I were to play devil advocate ... I remember several new players on Steam that were not that happy with this feature. Probably they quitted and the ones who stuck are the ones that like this feature (among others features).
I know at least this is a rather strong feature / defining signature of the game, people generally like it a lot, or dislike it a lot ... I have tried providing tools to reduce the frustration for people not liking it, while preserving the essence of the feature, and there will be in the DLC a decision where you can build an harbor specifically, as this is a very important building.
Strategy is about making choices, and having the choices between several 'must have' buildings, knowing the others will be phased out for some turns is indeed nail-biting at time. But what is reassuring though, is that they can come again. It's not like when you specialize a character (or choosing a storyline) or anything and you know you are closing for good options.
There are room for improvements, perhaps with even more regional decisions triggering specialized reshuffle. With enough time, I'm sure the game will further improve. And for the next one, I'm considering a bit more flexibility in the system, with choices influencing the number of building choices you can have
I know at least this is a rather strong feature / defining signature of the game, people generally like it a lot, or dislike it a lot ... I have tried providing tools to reduce the frustration for people not liking it, while preserving the essence of the feature, and there will be in the DLC a decision where you can build an harbor specifically, as this is a very important building.
Strategy is about making choices, and having the choices between several 'must have' buildings, knowing the others will be phased out for some turns is indeed nail-biting at time. But what is reassuring though, is that they can come again. It's not like when you specialize a character (or choosing a storyline) or anything and you know you are closing for good options.
There are room for improvements, perhaps with even more regional decisions triggering specialized reshuffle. With enough time, I'm sure the game will further improve. And for the next one, I'm considering a bit more flexibility in the system, with choices influencing the number of building choices you can have
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Re: Do you like randomized build options? Why?
I think randomised building in this game results in much higher replay value than, in comparison, transparent building trees in any TW title (maybe except unhistorical Warhammer series).
Someone mentioned chaos. It's true, you never know what will be the result of the next shuffle, therefore you can't really plan far ahead. So you're a bit like an ancient ruler who appointed governors who then manage their own provinces or satrapies, and you don't have much influence on what they do. Sort of.
You still have too much control, in my opinion, on what is going on in particular regions. I'd very much like to see some HR management (e.g. appointing of governors or satraps or whatever), more politics in this game, or at least more policy-making decisions. Other than that, randomised building is definitely something that makes this game stand apart of other titles, and as such I like it (though I have to admit my initial thought was that it is a very strange feature indeed).
Someone mentioned chaos. It's true, you never know what will be the result of the next shuffle, therefore you can't really plan far ahead. So you're a bit like an ancient ruler who appointed governors who then manage their own provinces or satrapies, and you don't have much influence on what they do. Sort of.
You still have too much control, in my opinion, on what is going on in particular regions. I'd very much like to see some HR management (e.g. appointing of governors or satraps or whatever), more politics in this game, or at least more policy-making decisions. Other than that, randomised building is definitely something that makes this game stand apart of other titles, and as such I like it (though I have to admit my initial thought was that it is a very strange feature indeed).
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Solaristics
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Re: Do you like randomized build options? Why?
I'm on the fence about it, mildly leaning to negative. Stellaris has this for choosing research and while I like the replayability over the Civ beelines on the tech tree/building queue, I also want to know where this building is taking me specifically in the building tier chain. I know there is documentation for this outside the game but I mean an easy to access in-game "building tree". Also, it would be nice to be able to pick a certain building under certain extenuating circumstances: Perhaps along with the "reshuffle" option have an "emergency build" option where you can pick any building you currently have access to but at an increase cost and a cool down time before you can do it again.
Re: Do you like randomized build options? Why?
Definitely one of the bits I really like, though as other note I'd prefer better in game hints as to building paths and the like. That is one of those things you probably get used to after a while, but the lack of info was frustrating to start with.
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Morbio
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Re: Do you like randomized build options? Why?
Being able to see the "building tree'" would definitely be a nice useful addition, but it is a separate thing from the randomised build options, which I think makes the game very interesting and very re-playable.Solaristics wrote: ↑Fri May 15, 2020 1:37 pmI'm on the fence about it, mildly leaning to negative. Stellaris has this for choosing research and while I like the replayability over the Civ beelines on the tech tree/building queue, I also want to know where this building is taking me specifically in the building tier chain. I know there is documentation for this outside the game but I mean an easy to access in-game "building tree". Also, it would be nice to be able to pick a certain building under certain extenuating circumstances: Perhaps along with the "reshuffle" option have an "emergency build" option where you can pick any building you currently have access to but at an increase cost and a cool down time before you can do it again.
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Demetrios_of_Messene
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Re: Do you like randomized build options? Why?
I would not mind it either way. I have grown quite accustomed to the current system.
Unless you are aiming for something very specific, usually there are useful buildings available that you would anyway build sooner or later, so you can still "optimize" your regions as you see fit, just not a linear way.
For the Capital City I would actually prefer it if I had absolute control of what gets build.
Unless you are aiming for something very specific, usually there are useful buildings available that you would anyway build sooner or later, so you can still "optimize" your regions as you see fit, just not a linear way.
For the Capital City I would actually prefer it if I had absolute control of what gets build.
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eddieballgame
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Re: Do you like randomized build options? Why?
I, really, like the current game mechanic per the build options.
Magnifies the replay ability even more than already exists.
Magnifies the replay ability even more than already exists.





