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- Difficulty they play with
- Rough turn around which they *complete all research*
- Turn they realize they have practically won.
Thanks!
That being said, I’ve beaten it on normal with the Elder and the Druid. And usually the last two seasons before the apocalypse it’s pretty clear the game is won. I had I think 120 pips on my Elder victory and 135 on the Druid. I usually had about ten pops waiting for something to do (fields to regrow, doom to begin), but I could usually push 2-3x as much protection as the doom was generating fairly sustainably (if it was 40 heat I could do 100 cold without much issue).
I’m now trying Captain on Hard and it is very very hard. I had to restart maybe 8 times before I could even get to summer, and that was still with failing a doom. I got the boon that expands claimable territory by 1, which seems to be the best buff for the Captain because it mitigates his major draw back. Hopefully I’ll have something positive to report.
Incredibly work, huge fan. Please make more so I can give your more money
Maybe food isn't tight enough on harder difficulties? Nerfing all food would make it harder to snowball out to a big village.
A bigger re-vamp has to be around the event system. It feels good the first few times that you EARN a good event, but it gets boring. The best 'merciless' board games keep hounding you with bad events that you have to keep reacting to. I'll propose you either have separate events that randomly appear that are always bad, or that the main events are always bad, and all you are doing is managing HOW bad they are.
There's a quote from Vlaada Chvatil from a while ago where he was mentoring another game designer who had stacks of event cards. He noted that some were good and some were bad, which increased randomness (and here.. increases snowballyness). He said (paraphrasing) "these should all be bad to make it fun, hard and consistently difficult for the player"
Thinking that the easier you're playing the smaller that non-zero % is, maybe easier than normal it goes away completely or is very small. And then the harder you play the higher that % is. As an example, for a 5 difficulty point scale where 3 is "normal" maybe have the bad thing % be 0/1/5/10/15 or something. Would probably need some finessing but that way that chance would still keep players on their toes. And then if you're super protected, maybe it's still a bad thing but it's not quite as bad? Fewer sick pips, fewer buildings burnt down, whatever.
Awesome amazing game, first time I've lost track of the time playing in a long while. :) Love it!