Author Topic: Epicinium - strategy wargame with environmental mechanics  (Read 1475 times)

SLiV

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Re: Epicinium - strategy wargame with environmental mechanics
« Reply #30 on: March 23, 2018, 10:03:24 AM »
Frostbite is one of the effects of global warming, so it only appears in longer games or games involving industry.

Jubal

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Re: Epicinium - strategy wargame with environmental mechanics
« Reply #31 on: March 31, 2018, 11:03:35 PM »
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Frostbite is one of the effects of global warming
Best and most ironic global warming effect :)
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SLiV

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Re: Epicinium - strategy wargame with environmental mechanics
« Reply #32 on: April 01, 2018, 11:15:55 AM »
Climate change would be a more accurate term, I suppose, but global warming just has a nice ring to it. :balrog:

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Re: Epicinium - strategy wargame with environmental mechanics
« Reply #33 on: April 01, 2018, 11:47:24 AM »
Well, the globe is warming as a whole, so it's a reasonable term - just always interesting (and apparently for some people, confusing) that global warming doesn't necessarily mean immediate local warming.
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SLiV

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Re: Epicinium - strategy wargame with environmental mechanics
« Reply #34 on: April 29, 2018, 11:56:41 AM »
We released version 0.21.0 this week, where we tried to improve the order list UI and make it more intuitive and manageable. Orders now float from the center of the screen towards the order list:



You can now drag around orders within your order list, and we've also added a little gizmo that shows  which player has initiative each round.

     

No gameplay changes because we mostly want to focus on growing our playerbase, which isn't going as fast as we would like. On top of that we're also trying to found a cooperative, which comes with its own set of fiscal topics we need to delve into and crazy notary costs. :-\

We were working on a gameplay change, but it ended up not making the cut; we noticed that a lot of FFA matches tended to drag out a lot because at some point all players have highly upgraded industry or barracks tiles and just keep sending wave after wave of tanks and gunners without achieving anything. We think this is because money stops being a factor after a while, so it is harder to gain an advantage over your opponent; capturing or destroying a Town does nothing since they have enough money, and killing their units is not effective if they can afford to rebuild them. So we came up with Morale as a second resource next to money, that was collected by exploring the map. We had hoped that in the late game, when all players have a seemingly unlimited amount of money, it would force players to explore unexplored areas of the map and thereby creating a new focal point. In practice though our current maps are laid out in such a way that you explore almost all of them as you are attacking your opponent, so you just end up generating an endless supply of Morale in the early game and it would only factor in as a "clock" that ultimately limits the amount of units you can make. So we scrapped it for now, and just made the FFA maps smaller, which seems to help a little. Maybe we should just rebalance unit costs a little bit so you are decentivized to hoard up a ton of money.

Jubal

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Re: Epicinium - strategy wargame with environmental mechanics
« Reply #35 on: April 29, 2018, 02:18:01 PM »
Whilst I've only really done founding of things in the UK, I've now helped found three or four societies/associations of different sorts and you're welcome to consult me on things like constitution-writing :)

You could add a decay factor on wealth generation methods like industry, so they decrease their output over time as resources run out?
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SLiV

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Re: Epicinium - strategy wargame with environmental mechanics
« Reply #36 on: April 30, 2018, 09:32:44 PM »
Whilst I've only really done founding of things in the UK, I've now helped found three or four societies/associations of different sorts and you're welcome to consult me on things like constitution-writing :)
Well we feel reasonably confidant that we can come up with solid constitutions, but the notary charges more for a homewritten constitution than they do for changing a boilerplate one. So we have to scrap the stuff we wrote and figure out which parts of it are worth getting charged for. Same thing with the tax authority, every time we think we've figured out how the Dutch tax law works we realize we also have to figure out how they think the tax law works. ::)

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You could add a decay factor on wealth generation methods like industry, so they decrease their output over time as resources run out?
Yeah, that would probably be the best solution, and for income from farming this already applies. Cities and towns however grow during the match so they only become more valuable, and if you upgrade Industry it also generates more income. One thing we are considering is having cities and towns lose power at night if their surroundings become too ugly, and similarly have industry lose power if the surrounding cities cannot sustain them. But it might feel a bit punishing if you suddenly lose power in the middle of the game without spending it.

Jubal

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Re: Epicinium - strategy wargame with environmental mechanics
« Reply #37 on: May 02, 2018, 11:44:01 PM »
Aie, yeah... it sounds like you've got a more bureaucratic system than the UK too, then, as regards setting stuff up.

And yes, I think I need to play the game a bit more to try any more detailed suggestions. I'm just struggling for time as usual.
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SLiV

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Re: Epicinium - strategy wargame with environmental mechanics
« Reply #38 on: May 22, 2018, 11:52:18 AM »
Yesterday we released version 0.23.0 with some big gameplay changes, including a new unit: the Militia. The Militia replaces the Rifleman as the starting unit and has basically the same stats, except it only has 1 hitpoint.

   

The Rifleman is now built at the Barracks and remains the only unit that can capture enemy tiles, so we changed the win condition to include occupying all enemy City tiles simultaneously. This was mostly done because mass producing Rifleman units seemed to be the strongest strategy and once a player captured one City from an opponent, they had a massive advantage; not only does the opponent lose the income and production of that City, but the capturing player gains extra income and production as well. The hope is that Militia units occupying your City tiles are easier to get rid of due to their lower hitpoints and the fact that once the Militia is gone, you immediately regain control of your City tile.

We also made it possible to produce units in tiles that you are defending with a friendly unit by having the produced unit spawn next to the defender and move to an adjacent tile. After we reworked the AIs to be able to handle these gameplay changes, the RampantRhino AI seemed to be lot better at defending because it no longer avoided placing its units on its own tiles.
The last big gameplay change is that Tank units can no longer attack and must rely on their Shell ability to wreak havoc. This was mostly done because it was harded to defend against them using only Militia, but it also fits the fantasy of cumbersome but unyielding tanks that must take their time to aim.

Lastly we reworked the UI and added a newspaper as a little announcement every time global warming crosses another threshold and new disastrous weather effects are unlocked.



We're running a little round robin tournament over on our Discord server which is going well; round 2 is starting this week with the new gameplay changes, so I'm curious to see how these gameplay changes alter everyones' strategies.

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Re: Epicinium - strategy wargame with environmental mechanics
« Reply #39 on: Today at 12:38:01 PM »
Ooh, the newspaper style thing is fun :) The game has an interestingly C20th feel considering global warming is quite a C21st phenomenon.
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