Nov 24th 2019, 19:02:54
I disagree with every example you made, but agree with the premise. I think changing the governments around would be a more interesting and simple approach that forces people to find new optimal ways to net or war.
Govts are already overpowered and/or underpowered for certain roles, but by changing a few numbers, without changing the backbone of the govt, people will be forced to think out or take a gamble on what is strong and what will be the 'meta' this set. Those who get it right reap the rewards, especially if they are the only ones who got it right, because of the market.
I had a long discussion about earthquakes with another player a few months ago, he was saying that earthquakes are the worst addition to the game and that players quit over it and such. I think that earthquakes have no purpose or effect in the bigger picture, doesnt matter if we have them or don't. So in that sense I agreed with him that if 1 player ever quit because of them we should remove them. Removing earthquakes for one reset tho accomplishes nothing, since no one will have to make even the slightest modification to the way they play because of it.
1/2 the bots have been tried. or actually 40% the bots. It was terrible and it will be terrible again, you get 50-200 acres on your grabs depending on which bots you grab, meaning tyranny will be the only viable govt again (everyone went tyranny to ffo or tyranny to demo techer or tyranny to rep casher back then). If you want to see what happens with twice the bots you just need to go to FFA. What would be interesting is perhaps to remove one bot type or half the number of that bot type affect change in the market, and those who foresee the effects of that will reap the rewards. But I guess thats harder to do well.
200 turns to get OOP sounds a bit uninteresting but I dont see a reason not to try it. More chilling time to build CS early is nice I think. :)