Greetings Nerdfish, fellow extravagant sorcerer. The endgame flow with its risks for snow balling, slog, rules for diminishing returns and hard caps are big on our mind. The endgame is honestly the hardest thing to get right in any strategy game. We've made it a mission statement to have a game that's fun for as many players as possible towards the finish line; increasing player survival rate and be more rewarding for turtlers. Victory conditions are a big part of this, as well as rules like wars affecting Global Morale. We don't want to take it too far though as AoW has always been a game that rewards pro-active play styles (i.e. brutal aggression
)
On the plus side, finite resources fit the careful tactical gameplay of AoW, making battle results more meaningful and permanent. There are some issues with finite resources though, like players becoming overly careful and there's a scenario where you'll be left with an anti-climatic end games fighting with "sticks and stones" when the special resource runs out.
Cosmite should already make Tier 4 (and 3) a lot more special. So we'll have a look if snow-balling / attrition calls for further limitations. Thanks!
On the plus side, finite resources fit the careful tactical gameplay of AoW, making battle results more meaningful and permanent. There are some issues with finite resources though, like players becoming overly careful and there's a scenario where you'll be left with an anti-climatic end games fighting with "sticks and stones" when the special resource runs out.
Cosmite should already make Tier 4 (and 3) a lot more special. So we'll have a look if snow-balling / attrition calls for further limitations. Thanks!