• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

Max_Ego

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May 23, 2008
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As others have pointed out as well and what I feel the map needs:

1. More automation (scavenging task, scout task, go somewhere task and so on), set task to the specialist and they keep doing it until stopped with no interaction from user. When done or something else stops them, user gets alert of actions needed on map. This would make the need to go to map only when something new needs to be done, not to just re-issue same walk order over and over again.

2. Outpost - Don't understand why this is needed at all. As I always have a number of specialist, they all get hurt and always need to get back eventually to base to heal. Outpost doesn't do anything for me (or I missing something). I would suggest to change this something similar to what its in Frostpunk, you setup an outpost that generate a resource and have either specialist or colonist assigned move back and forth with the resources.

3. Encounters - Map is way to static, I can have 1% health and always make my way back to base to heal. If there where encounters that interrupts task or assigned orders. Bandits spotted, choice of attacking or sneaking by, traveling groups or whatever, just to make it more live and add chance to actually fail to just walk somewhere. This would also be more interesting for trade deals and number 2 option above, as you need to perhaps add armed guards for them to succeed.

4. Radar station and weather - As others have mentioned, have weather affect what is possible to do on the map. Storms appears and makes some tasks more difficult/reveals new resources. Having radar station build to get early warning and prevent task from failing by either pausing them or re-rerouting. Pollutions and radiation clouds that appears and could damage specialist if caught unprepared.

5. Similar to outpost (late game?), built more stuff on the map it self. Early warning for bandit raids with watchtowers (perhaps make some of bandit encounters visible and move on the map?), defensive forts, safe houses/areas for healing/help, build roads to make travel faster/safer. Clear map of dangers to make it safer overall and perhaps have the possibility to create sister colonies.

Anything that basically adds reasons to go to map I can see having a micro and macro management going might be interesting, doing colony stuff at the same time managing (or at least affecting) the greater world outside.

In any event, I don't actually mind the overworld map, I like the break from the colony building occasionally, I just don't want it to always be the same, re-issue orders you already put in and go over same things all the time. If this could be made to be less of a nuisance then I would be fine, if not, then I also would see that having a drop down box for what specialist would do, might be better and skip the map entirely.
 

Lahvac

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Jun 27, 2009
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Agreed, I really want to like this game but the need to micro the specialists and world map is really a bitter pill to swallow. I still don't understand what is all this pointless micro doing in a city builder...