Quote:
Tuidjy said:
Why bother? Make a script that changes all water provinces on a map to impassable,
and fixes the neighbors. Instant dead oceans.
It will slightly decrease the desirability of sailing nations, but "dead oceans"
already does this to land nations that have a relatively easy time underwater.
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Ahh, but I want to have sailing nations be desirable. That increases maneuverability and opens up the game. What I'm trying to avoid is the turtling affect from nations that can hide underwater. In my experience, it just slows the game down.
Regarding the word "deep" as in "deep gameplay".
Me - "Commanders with dark hair now receive a leadership bonus in snowy terrain due to their higher contrast."
You - "oooh, that's deep"
Ok, I'm being silly to make a point, but added detail is not necessarily deeper in my book. I know it's a question of taste, but layering chrome needs to be done in an artistic manner. I'm not against complex games (of course, I like and play Dom II), but again the complexity needs to be done with style.
So when I hear "deep", I cringe sometimes. "more" is not always "deep".
-Jeff