Z. Sakki wrote:
Well if you're gonna stress on realism, that opens a whole new can of worms - Why are battleships bigger than Taiwan? Why is the northern half of Canada missing? Why are units constricted to only walking in peculiar and questionable routes? Why does Ukraine produce more oil than Norway? Etc.It's called "based on reality" for a reason and not "100% real"
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Second. If you have a coiner in your game, then he's gonna win whether he uses his gold in building recruitment centers or otherwise. It's not a manpower problem - it's a coiner problem.
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Always have gone the upgrade route in my games, worked fine, small sample size tho.
And upgraded units aren't just "slightly better" if you look at some of the upgrades, they usually gain around 25-30% dmg & hp boost which is a lot. 3 upgrades in and they deal more or less double dmg.
First of all that's just disingenuous. The icons are not the actual size of the unit and everyone knows this. The fact that they don't scale with the map should give this away, but I guess it's close enough to Monday that Mr. Brain is still on holiday. On top of that, the "peculiar" paths are quite reasonable. They represent road systems. You wouldn't every take your military cross country to attack somewhere, unless you really had no other choice. Every military during the war followed roads.and you'll find that for the most part, the land travel times are actually accurate. I checked a few on Google maps out of curiosity. On the sea, ships had to follow specific routes to avoid mines and to make travel faster. I personally think Bytro should make maps a little more accurate and that each country should start out with either equal resource production or historically inequal productions.
I understand that a game would be mind-numbingly boring if it was 100% real, but this is certainly not a suggestion that will make the game unplayable.
Regarding gold spammers, I know they will always win no matter what. I'm talking about the players who put maybe $10 worth of gold into the game at the beginning. Every player I know who does this will immediately put it all into resource producing buildings, because they know it gives them a huge advantage. It gives them the advantage because if they don't need to worry about resources, they can research, build, produce, and upgrade at the same time. They can get to those higher levels while still producing at nearly the same rate. People who don't spend money on the game can't do this.
Regarding upgrading, it's true they give about 25% better stats, but they cost more and take longer to produce. Most regular players can't justify upgrading past lvl 2 for units, except maybe the ones they base their entire playstyle around. Really the only time players start focusing on upgrading (in my experience at least, I've been playing since 2017 but took a break in 2019) is when they control large portions of the map (I'm talking like, the entirety of a continent). I'm not saying you're wrong to focus on upgrades, because I chose the upgrade path the first game I played of 1.5 and it worked pretty well (but that was right after my break so I don't know if the players I was facing were actually good or not), I'm just saying that most players don't find upgrading a viable option, especially when it's so easy to doom-stack.