Ideas for Next Patch
Posted: Thu Feb 03, 2022 4:54 pm
Since in another thread Pocus mentioned that, prior to release of the new game, FOG:E may get one or two patches, I thought I would start a thread to flag aspects to look at as far as improving the game, particularly to making it a bit more historical and realistic. Welcome others adding their ideas. To wit:
Gold - right now it seems too easy for nations to become obscenely wealthy, particularly if you are a Greek culture with Stoas. Given that ancient coins were made of metal, I am wondering if an elegant solution is to tie the growth of a nation's money supply to the availability of metal, both domestic and traded. For example, if country A is making 20,000 gold a turn, and has 600 metal in stock, the amount of wealth converted to coin would be a factor related to available metal. In essence, the initial calculation of "gold" would be replaced by categorizing it as "wealth" (which would include not just coin, but valuables and bartered goods). The raw "wealth" number would be turned into "gold" available for long-term use by calculating the available metal. Just an idea
Food - likewise, it seems too easy to stockpile food. There should be more frequent winnow of food stores due to pests, crop diseases, spoilage and weather, ameliorated by advances in technology like food preservation.
Army size - in an age before radios, where commanders had to shout to give orders, there was a practical limit on army size beyond which they turned (even more) into unwieldly hordes. Some nations with military traditions (or research into military technologies) might be allowed slightly larger army size. But at a certain point, there needs to be at least a soft cap on army size. This would, alongside more realistic food storage and availability, reduce the common phenomena of massive persistent armies. One possibility is to add a factor to commander ratings which would reflect how many troops they can command at full strength. Troops beyond would have lesser fighting value.
Commanders - speaking of commanders, the game can use some spicing up to add occasional appearance of named notable figures with unusual or exceptional traits
Random political and economic events keyed to each nation - some spice and variety can be added thereby, Europa Universalis style. Named nation leaders (or in the case of leadership collectives like Senates, named unique groups) can also occasionally appear. You can have likelihood of such appearances affected by advances in technologies
Political system - this needs work. Right now, the system operates on the premise that everyone and everything is for sale. You can take one of the Diadochi or even Rome and, with enough swag, turn them into your client. This seems overly simplistic and belongs more in a "paint the map" type game than a historical simulation. Yes, you should be able to bribe, but to actually make someone a client should be very hard and for some a client relationship seems overly simplistic (e.g., barbarian tribes with limited ability to act as a cohesive nation in the first place, or ancient enemies/rivals based on language, culture or religion). Also, national ability to progress should not be so closely tied to territorial enlargement and should have additional penalties for adding lands beyond your own core areas. For example, even the Greeks with a common culture fought each other fiercely - in the game it is very easily to have one Hellene power dominate, especially against AI, but also in MP games where not many of the Hellenistic positions are player-controlled.
Naval - should be some random weather events, since it was fairly common for fleets at sea to be lost due to storms and the like
Limited Wars - right now, in multiplayer games, it seems like wars are infrequent between players because they tend to either be all or nothing affairs. There should be an option for nations to mutually agree to war over specific objectives, as opposed to everything being a WW2 style war of annihilation. Not sure how to do this, but throwing that out.
Smaller scenarios - right now only the learner Epirus scenario is available as a short game. Otherwise you have to play the hundreds of turns mammoths. The game needs shorter MP scenarios, with smaller numbers of player positions (e.g. a Peloponnesian War scenario of 40 turns for eight people to play only the Greek factions). I think people would find these a blast too. Tailored scenarios would also be a good way to test out unique features and rules.
Artificial intelligence - I realize there is a limit to how smart the AI nations can be. But could use improvement. I was playing Rome solo once and saw a huge Ptolemy army of about 100 units starving in the desert by the Red Sea.
Hope this is stimulating. I know that we need to keep FOG:E user friendly and not overcomplicated. So if changes are made "under the hood" that can work best. Thanks for making a great game and best wishes for making it even better!
Gold - right now it seems too easy for nations to become obscenely wealthy, particularly if you are a Greek culture with Stoas. Given that ancient coins were made of metal, I am wondering if an elegant solution is to tie the growth of a nation's money supply to the availability of metal, both domestic and traded. For example, if country A is making 20,000 gold a turn, and has 600 metal in stock, the amount of wealth converted to coin would be a factor related to available metal. In essence, the initial calculation of "gold" would be replaced by categorizing it as "wealth" (which would include not just coin, but valuables and bartered goods). The raw "wealth" number would be turned into "gold" available for long-term use by calculating the available metal. Just an idea
Food - likewise, it seems too easy to stockpile food. There should be more frequent winnow of food stores due to pests, crop diseases, spoilage and weather, ameliorated by advances in technology like food preservation.
Army size - in an age before radios, where commanders had to shout to give orders, there was a practical limit on army size beyond which they turned (even more) into unwieldly hordes. Some nations with military traditions (or research into military technologies) might be allowed slightly larger army size. But at a certain point, there needs to be at least a soft cap on army size. This would, alongside more realistic food storage and availability, reduce the common phenomena of massive persistent armies. One possibility is to add a factor to commander ratings which would reflect how many troops they can command at full strength. Troops beyond would have lesser fighting value.
Commanders - speaking of commanders, the game can use some spicing up to add occasional appearance of named notable figures with unusual or exceptional traits
Random political and economic events keyed to each nation - some spice and variety can be added thereby, Europa Universalis style. Named nation leaders (or in the case of leadership collectives like Senates, named unique groups) can also occasionally appear. You can have likelihood of such appearances affected by advances in technologies
Political system - this needs work. Right now, the system operates on the premise that everyone and everything is for sale. You can take one of the Diadochi or even Rome and, with enough swag, turn them into your client. This seems overly simplistic and belongs more in a "paint the map" type game than a historical simulation. Yes, you should be able to bribe, but to actually make someone a client should be very hard and for some a client relationship seems overly simplistic (e.g., barbarian tribes with limited ability to act as a cohesive nation in the first place, or ancient enemies/rivals based on language, culture or religion). Also, national ability to progress should not be so closely tied to territorial enlargement and should have additional penalties for adding lands beyond your own core areas. For example, even the Greeks with a common culture fought each other fiercely - in the game it is very easily to have one Hellene power dominate, especially against AI, but also in MP games where not many of the Hellenistic positions are player-controlled.
Naval - should be some random weather events, since it was fairly common for fleets at sea to be lost due to storms and the like
Limited Wars - right now, in multiplayer games, it seems like wars are infrequent between players because they tend to either be all or nothing affairs. There should be an option for nations to mutually agree to war over specific objectives, as opposed to everything being a WW2 style war of annihilation. Not sure how to do this, but throwing that out.
Smaller scenarios - right now only the learner Epirus scenario is available as a short game. Otherwise you have to play the hundreds of turns mammoths. The game needs shorter MP scenarios, with smaller numbers of player positions (e.g. a Peloponnesian War scenario of 40 turns for eight people to play only the Greek factions). I think people would find these a blast too. Tailored scenarios would also be a good way to test out unique features and rules.
Artificial intelligence - I realize there is a limit to how smart the AI nations can be. But could use improvement. I was playing Rome solo once and saw a huge Ptolemy army of about 100 units starving in the desert by the Red Sea.
Hope this is stimulating. I know that we need to keep FOG:E user friendly and not overcomplicated. So if changes are made "under the hood" that can work best. Thanks for making a great game and best wishes for making it even better!