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Personally, I don't believe that giving each race bespoke custom mechanics is a good idea. As stated above, it is extremely hard to balance, and...
I think this is the main one.
I liked the MOO2 tech system, and this seems pretty faithful to it, which is good. I wasn't aware that the MOO2 system was particularly...
I like the ‘running the gauntlet’ idea, especially if it plays out on the tactical map and you have to physically get your troop transports...
Mark, I literally don’t understand what you are talking about. I don't know what you mean when you accuse me of a "transparent ploy". I think...
Ha, okay, my bad, thanks for testing. It's weird, I swear my version of the game kept the build list tidy by only having the most recent version...
Cool, maybe we can move onto an actual discussion, rather than, say, calling the devs "illogical" eight times in a row (sorry, I counted) and...
No, he's not 100% right. It did have very limited design slots.
Except no, I did say that Endless Legend gave the player a limited number of customizable unit slots, so listing all the ways that they could be...
Dude, calm down, and stop mistaking your opinions for facts. Saying the same thing over and over again won't make it true. You've chosen not...
Except no, that there have already been explanations for why these WOULD make sense in the context of the game. It's an abstraction of the fact...
I really like your ideas about keeping exploration fresh throughout the game, rather than limiting it to the initial phase – so it seems a shame...
That’s a great concept and a ptentially ‘neverending’ game would probably attract a lot of interest – like that popular reddit post where someone...
It's difficult to have an opinion on ground combat because it is always overlooked in 4x games. It would certainly be interesting to see an...
I agree that the MOO2 leader system wasn’t very immersive, but I don’t think that means you should write off the leader system entirely. A...
I disagree, I think that limited choices will make for more meaningful designs. You will have to think about how the different elements of your...
MOO2 followed a very basic economic model that simplified the population into farmers, miners, and scientists. Whilst it was very easy to...
Random events that come from nowhere can be a bit unsatisfying or even frustrating sometimes. I do like events that shake up gameplay and lead to...
I really like the restriction on design spam, and the auto-upgrading features, that should reduce micromanagement headaches and encourage some...
This isn't going to be an asymmetric real-time strategy game so I really don't think the design decisions in those games translate to this. Whilst...