[Misc] Age of Mythology - Daeron wins!

unbalanced ideas for new things to spend money on:

  • caravans (give u and someone else bonus on villager/gold)
  • embassies (give dm but only u can speak if they dont have an embassy with you so you can shitpost to people without them being able to respond if they dont have one)
  • walls (static defense bonus)
  • priests (if you send enough to someone they join ur religion and get negative multiplier in combat against u. if everyone join ur religion u can win or something idk)
  • roads (allows x soldiers to defend same turn theyre born where x is number of roads. IF NO ROADS SOLDIERS SHOULDNT DEFEND IMMEDIATELY bruh)
  • nukes (nuke someone idk)
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I wanted to keep the game low intensity misc (partly because i advertised it as such, and took the free low intensity misc spot, id feel guilty to run a de facto high intensity misc). I cut off a lot of things, and even more after posting the setup

A lot of things can be done with this but it would need to be a high intensity misc

Alternatively if i want it to be a low intensity i need to simplify it even further

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no make it ultra ulrta high itensity i want every single mechanic from civ 1for1 imported into forum mode

adapt tech tree and culture tree and faith and civics and governors and tiles and have different troops and tiles and luxury resources and multipliers NOW

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It didnt end up being minimalistic like i advertised. The mechanics werent that convoluted (math aside), but minimalistic means even further minimalism

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Lmao

I was also thinking about researchers civilians

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i do unirionically subscribe to the theory that when games have loads of random bullshit in they actually get a lot simpler to play cuz theres no point planning or predicting your ops much so you just press buttons

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a while ago i designed a battel royale game (i think at ur request tutuu) which is so hilariously complicated and shitposty that it actually becomes super simple to play cuz theres no optimal route due to there being 5000 mechanics

i might actually host it at some point when i get chance to tidy it up

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Oh yeah i remember i requested it. I didnt know you actually designed it hahah

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Bet.

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I think the bigger problem is that growth is exponential versus logistic, snowballing really hard really fast.


(Example graph: Red is exponential growth, blue is logistic growth)

You probably needed a multiplier cap somewhere or some form of diminishing returns to combat that.

Spies needed to have more to do. As is, it’s a binary state: they either succeed, or they don’t. It might’ve been worth having a successful spy give, like, a 0.01x multiplier to any attack you launch upon that player, something less black-and-white.

Successful attacks maybe should’ve taken a percentage of villagers/merchants instead of a flat number to prevent wild scaling and to encourage actually building an army.

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i spent like 500 hours on it its like a map where you can spend stamina to fight and loot and when u loot you get a random item based on what kind of square it is but then i kept adding items so theres like 150 items you could find, with different rarities and then number of items u could choose depended on square type. and there were 5 basic weapon types with different versions/tweaks and also clothes but you had a weightlimit of 10 and each item had a weight limit and then then there was altitude and travel and a bunch of meme items and you could make truces and also turn order each turn was decided by how much stamina you bet into it over course of game and also the map changes when someone dies and you can loot legendary pets and and npcs to control.

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i think villagers should have made food 1:1 and then food can make soldiers or villagers or merchants at a different rate to 1:1

i think game needed another resources to stop it being exponential

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The idea of a carrying capacity/throughput makes sense to me: “you can only support [x] villagers in your kingdom” or “your markets can only handle [y] amount of trade”.

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in age of mythology (and AoE i guess but mid) your homebase can only support like 50 ppl so you have to conquer other ppl to grow your population which i always thought is elegant solution to encourage combat and aggression even if you are long-game growth focused

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By technicality, this game is always balanced because you all had the opportunity to pick and do the optimal option.

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Yeah this is why i didnt calculate too much ahead, everyone had equal opportunity at the start (when picking a civ)

(Not that this is a great design mindset, i just did it because i didnt want to spend too much time balancing)

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lowkey i’ve put more thought in post game than during, i only joined cuz i said as a joke “change to age of mythology and i join” but i didnt expect tutuu to actually change it and then it was rude not to join

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i basically joined, tanked marshall’s chances, and left

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I think players should be able to spend money on cat pics

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Based.
This is also how I play Monopoly.

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