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LennartGS

Managing / Game Director @ Triumph
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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 :rolleyes:)

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!
 

LennartGS

Managing / Game Director @ Triumph
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Jun 12, 2018
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Related to tall vs wide discussion - The racial tech trees mean there's the option to acquire other races' techs while playing. We're still playing with how much access players get to these auxiliary trees, and at what cost.
 

LennartGS

Managing / Game Director @ Triumph
Paradox Staff
16 Badges
Jun 12, 2018
369
747
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  • Stellaris
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Its not as trivial as might seem. It needs to be tracked and communicated per node with proper events or it'd be unplayable. This is worsened with units requiring upkeep in said resource.