Tides of Conquest Late Medieval campaign, turn 4, 1312 CE

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kongxinga
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 234
Joined: Wed Oct 29, 2014 9:49 pm

Re: Tides of Conquest Late Medieval campaign, turn 4, 1312 CE

Post by kongxinga »

Thank you Nijis for organizing this.

One suggestion is the Tides of Conquest to FOG content ratio.

One suggestion is to have many mini turns on the strategic layer for each round of battles.

For example, battles are on a 5 year cycles, while there are 4 intermediate governing turns to make strategic decisions. I like to see the results of those choices, but we barely got to see anything come to fruition. I've had some fun auto resolving and playing it solitaire style just to slowly push those Empire values to where I want it.

Thanks everyone for the great games, loved this.
anderarcos11
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 698
Joined: Wed Jan 19, 2022 8:54 pm

Re: Tides of Conquest Late Medieval campaign, turn 4, 1312 CE

Post by anderarcos11 »

kongxinga wrote: Mon Feb 05, 2024 12:27 am Thank you Nijis for organizing this.

One suggestion is the Tides of Conquest to FOG content ratio.

One suggestion is to have many mini turns on the strategic layer for each round of battles.

For example, battles are on a 5 year cycles, while there are 4 intermediate governing turns to make strategic decisions. I like to see the results of those choices, but we barely got to see anything come to fruition. I've had some fun auto resolving and playing it solitaire style just to slowly push those Empire values to where I want it.

Thanks everyone for the great games, loved this.
I think it's good that there are battles this way. Otherwise, the shifts may be too long. People take a long time to send them. And in the end this is based on battles.

What I think needs to be improved is the management and organization of the campaign. There have been players who have stopped playing without warning, others have not respected the times. In this case, you have to establish some rules because if not, the players who are committed end up wearing out and stop playing. There is also a need for more explanations about how it works and the rules, decisions are made and things are done without knowing why. And perhaps, more direct results of the battles will be seen, since sometimes what happens on the general map has nothing to do with what happens on the battlefield.
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