DeletedUser
Guest
Proposal:
Briefly, the idea is to change how the map for new or specially designated worlds is designed so that it reflects the actual land masses and islands of Classical Greece.
Reason:
I believe this would be an enhancing aspect of the game, as it adds an incredible amount of strategic depth, as well as other benefits.
Benefits: There are a few things I think this would add to the game:
1. Historical Accuracy
While obviously not a priority or necessity for Grepolis, it would be neat for the gameplay to match the historical setting. I think this would appeal to history/Classics buffs who may be casual gamers, but so enamored with the idea of playing a game that reflects Ancient Greece they decide to stick around. I don't see it as a detractor to people who aren't that into history as they likely don't feel strongly either way.
2. Tactics/Strategic Depth
The depth this would add to strategy, tactics and politics is my favorite aspect of the idea. Now, instead of desperately trying to build up the same amount of troops and ships as everyone else in the world, players build according to the strengths/weaknesses of the local geography. Examples:
"Land vs. Sea"
A player whose city is deep within Thessaly has no need for a fleet until he conquers someone on the coast. At that point, he may have to shift research and builds to forming one while also maintaining the land defensive/offensive strategies he developed with his original city. The opposite would apply, of course, to someone on Andros.
"Diversifying Talent"
Alliances form based on so much more than who is close to whom. To be truly powerful, alliances must diversify their talent and locations. No presence on the mainland limits growth, so the island players must cooperate with the landlocked players.
"Key Strongholds"
This could either be implemented as a separate feature, or merely played out through the placement of cities. The passage from Peloponessus to Attica is only possible through Corinth, thus this becomes a focal point for alliances on either side as it was in Ancient Greece.
"Know Your Gods"
Think the Athenians cared more about Poseidon than Hades? Yeah, me too. Think the Macedonians did? Yeah, me either.
3. Specialization
If players wish, this setup would allow for "specialization" or development of expertise. Players may decide to be exclusively land based (armies) or exclusively island based (pirates!). This would be achieved through focus on existing techs and buildings (e.g., barracks vs. harbor). Alliances can focus on balance by seeking out one or the other (imagine in the World Forum- "Wanted: Pirate, 2000+ points"). This would resemble the ability for essentially a class-system without additional coding or development.
Of course there are numerous other ways this would change the fundamental strategy, but one of the principle things this would combat (but obviously not eliminate) is the "arms-race" that turns off hundreds of players and leaves us with those 175ers.
Drawbacks
The downfall here, quite plainly, is that players will not start on a completely even playing field. However, let's be honest- the level of intelligence it takes to figure out you don't need boats when you're landlocked is equal to the level of intelligence required to check an email. We're all smart people here, we can figure it out. And if we can't, there's always the Wiki.
Additionally, this will likely elicit some backlash from some of the experienced player base although I would like to think the majority would welcome a change. It can also be implemented so that people may choose- maybe every 3rd world is mapped this way and the others have the original map.
Details:
The map would be an accurate or near accurate reflection of Ancient Greece. The largest change would be how people play the game, as illustrated above.
Visual Aids:
Balance:
As it stands now, the only adjustments I can see as necessary are the physical changes to the maps and potentially giving players a *vague* option of where to start. Possibly by dividing the map in to sort of "states" as it is currently divided into "oceans".
I'm sure people in the comments will help me find more changes that would be necessary, so I will leave it to the wolves.
Abuse Prevention:
I can't see any potential for cheating or abuse here, unless the bottlenecks like Corinth result in people trying to multi to capture the entire region.
Summary:
As you can see, the idea is fairly simple but I think could add a great deal to the game in both gameplay and aesthetics. Some questions people should weigh in on might be:
- whether we think people would actually enjoy playing like this;
- whether there will be distinct advantages/disadvantages to being only land or only sea which are not offset by the associated disadvantages/advantages;
- how difficult this will be to code vs. how many more people it might draw in;
- the level of uproar this may cause among older players who have set strategies and don't want to give them up.
Thanks for taking the time to read this. Looking forward to everyone's comments!
Briefly, the idea is to change how the map for new or specially designated worlds is designed so that it reflects the actual land masses and islands of Classical Greece.
Reason:
I believe this would be an enhancing aspect of the game, as it adds an incredible amount of strategic depth, as well as other benefits.
Benefits: There are a few things I think this would add to the game:
1. Historical Accuracy
While obviously not a priority or necessity for Grepolis, it would be neat for the gameplay to match the historical setting. I think this would appeal to history/Classics buffs who may be casual gamers, but so enamored with the idea of playing a game that reflects Ancient Greece they decide to stick around. I don't see it as a detractor to people who aren't that into history as they likely don't feel strongly either way.
2. Tactics/Strategic Depth
The depth this would add to strategy, tactics and politics is my favorite aspect of the idea. Now, instead of desperately trying to build up the same amount of troops and ships as everyone else in the world, players build according to the strengths/weaknesses of the local geography. Examples:
"Land vs. Sea"
A player whose city is deep within Thessaly has no need for a fleet until he conquers someone on the coast. At that point, he may have to shift research and builds to forming one while also maintaining the land defensive/offensive strategies he developed with his original city. The opposite would apply, of course, to someone on Andros.
"Diversifying Talent"
Alliances form based on so much more than who is close to whom. To be truly powerful, alliances must diversify their talent and locations. No presence on the mainland limits growth, so the island players must cooperate with the landlocked players.
"Key Strongholds"
This could either be implemented as a separate feature, or merely played out through the placement of cities. The passage from Peloponessus to Attica is only possible through Corinth, thus this becomes a focal point for alliances on either side as it was in Ancient Greece.
"Know Your Gods"
Think the Athenians cared more about Poseidon than Hades? Yeah, me too. Think the Macedonians did? Yeah, me either.
3. Specialization
If players wish, this setup would allow for "specialization" or development of expertise. Players may decide to be exclusively land based (armies) or exclusively island based (pirates!). This would be achieved through focus on existing techs and buildings (e.g., barracks vs. harbor). Alliances can focus on balance by seeking out one or the other (imagine in the World Forum- "Wanted: Pirate, 2000+ points"). This would resemble the ability for essentially a class-system without additional coding or development.
Of course there are numerous other ways this would change the fundamental strategy, but one of the principle things this would combat (but obviously not eliminate) is the "arms-race" that turns off hundreds of players and leaves us with those 175ers.
Drawbacks
The downfall here, quite plainly, is that players will not start on a completely even playing field. However, let's be honest- the level of intelligence it takes to figure out you don't need boats when you're landlocked is equal to the level of intelligence required to check an email. We're all smart people here, we can figure it out. And if we can't, there's always the Wiki.
Additionally, this will likely elicit some backlash from some of the experienced player base although I would like to think the majority would welcome a change. It can also be implemented so that people may choose- maybe every 3rd world is mapped this way and the others have the original map.
Details:
The map would be an accurate or near accurate reflection of Ancient Greece. The largest change would be how people play the game, as illustrated above.
Visual Aids:
Balance:
As it stands now, the only adjustments I can see as necessary are the physical changes to the maps and potentially giving players a *vague* option of where to start. Possibly by dividing the map in to sort of "states" as it is currently divided into "oceans".
I'm sure people in the comments will help me find more changes that would be necessary, so I will leave it to the wolves.
Abuse Prevention:
I can't see any potential for cheating or abuse here, unless the bottlenecks like Corinth result in people trying to multi to capture the entire region.
Summary:
As you can see, the idea is fairly simple but I think could add a great deal to the game in both gameplay and aesthetics. Some questions people should weigh in on might be:
- whether we think people would actually enjoy playing like this;
- whether there will be distinct advantages/disadvantages to being only land or only sea which are not offset by the associated disadvantages/advantages;
- how difficult this will be to code vs. how many more people it might draw in;
- the level of uproar this may cause among older players who have set strategies and don't want to give them up.
Thanks for taking the time to read this. Looking forward to everyone's comments!
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