Guillaume Alvarez
Guillaume Alvarez
The basic gameplay loop is too poor, it does not let sufficient agency to the player to express his choices. The initial goal for the 'discovery' part was to draw...
A big part of the growth of "civilization" was the increase of specialists (soldiers, merchants, priests, scribes, etc.) permitted by the increased food input and storage centralization. The game could...
The 'empire' menu only applies to the player own, it should be possible to select another tribe/village/city and see their internal information. It should be reset to player empire when...
You can setup protectorates and declare war but the impact is not explained on screen: - in the actions (for instance to declare war), also explain the gameplay impact -...
Following reading of _Guns, Germs and Steel_ by Jared Diamonds, it would be interesting to discover the wild varieties for modern corn, wheat, etc. They would be pre-requisite for their...
Civ5 is also working this way, as well as MoO2. It only avoids a click per turn but the game seems much more dynamic at the same time : you...
The game is about discovery. Discovering technological/social/scientific/practical things. It should also be about discovering the map. The fog of war should hide territories outside - player empire - its neighbors...
In game current state nothing (except for influence spread) happens on most of the turns. In a turn-based game it is boring not to have actions to make at every...
Let say each tile produces some quantity of goods: FOOD (oat, wheat, beef, etc.), MATERIAL (stone, iron, wood, flax, etc.), LUXURY (gold, silver, wine, etc.) depending on its type. The...