Terra Invicta

Terra Invicta

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IDEA: Turn Time dynamic?
Now we start game with 1w timer and then settle into 2w turns
What if this dynamic turn length be made it into a game mechanic? Big crisis = turn times drops to 1w (nuke? War start? .. suggestions? maybe crisis "temperature" gauge?) .. crisis passes we back to 2 week turns. 5 turns of nothing very aggressive - we go to lull mode aka 1month turns.
it would help address one of the complaints pp have that it takes to many turns. When we wait for stuff to arrive or to research or to build. There are times all I'm doing is defending my holdings, boosting economy and scouting enemies.

Maybe put even some sort of crisis resource management system. Crisis mode - everyone is running around as headless chickens and thus agents get debuf/malus on their actions? bad events? increasing debuffs with the longer crisis mode lasts?
meanwhile operation on Lull mode have a bonus for extra planning time?
This could be used to create this seesaw effect. Crisis band effects lean towards normal and lulls encourage crisis creation
Last edited by DancingWind; Oct 6, 2022 @ 9:06am
Date Posted: Oct 6, 2022 @ 8:57am
Posts: 0