What brings people into the game:
- Enjoying the mythology theme: art, stories, gods, whatching them move and act on screen
- Playing with friends: Build a base together, defend it together and make huge fights.
- For strategy lovers: learning what cards you have, making your own strategies, solving problems, omptimising economy and military for different goals.
- Figthing: deffend your base, watch buildings burn and crumble halfway but still holding, make good tactics and execute them, siege the opponents base, ask the help of the gods.
Now, there are things in this game that can make it really hard to enjoy the points above.
Problems for new players in my oppinion:
- There is little time to learn the game ingame because after about 10 or 15 minutes so many things can happen at a time that you donât have time to think or read and the tasks only increase.
- There is little time to enjoy the fights or the animations of the fighting units because the fights end in 5 or 10 seconds. Units feel too fragile.
- There is little time to enjoy positions because most of the buildings feel fragile. Itâs just too easy to lose positions. Siege destroys buildings too fast. Even units siege fast if there is a lot of them. The more fragile things become, the less mistakes players can make and the less time you have to react to anything, and that is really frustrating.
- In challenging games, ranked games after 10 or 15 minutes people donât really have time to think to make good decisions. Too many things are happening. All you can do is to remember what you practiced and hope it will work. Itâs like bullet chess. This game has the complexity and potential of an actual chess game if players would have time to think ingame.
- There is no thrill or anticipation in challenging games because:
- Scouts are too fragile. Itâs just too hard to keep watching the opponent and anticipate attacks, because you donât have time to watch or the scout just died because it explored a fortress.
- To anticipate something you need time. If you barely have time to think because the many tasks to do to keep yourself up in the economic and military advancement competition, you just canât anticipate anything.
- You barely have time to think about what your opponent is doing and how to act against it. You are too occupied with clicking.
- Challenging games are very tiring after 30 or 40 minutes because the tasks and number of units to control only increase by time. The only things that decrease are the upgrades and buildings you already made.
I think most people canât or donât even want to click fast for this long at all. And auto queuing doesnât solve this problem because it kills efficiency, timing and strategy. The game is just too fast and therefore longer games are very tiring.
Possible solutions:
- New slower game mode (Tactics mode/Slow mode/Relax mode):
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Slow down the game (without making it a slow motion): less recource income, longer train time and build time by percentage.
e.g.:
resource gather speed -50%
train time -50%
build time -50% -
Make units and buildings less fragile: decreased all damage by percentage and decrease repair and healing according to it to not break the game. Make buildings even stronger against units, so people can make more mistakes that does not cost the game for them. It gives players time to react to unexpected events and time to think and learn.
e.g.:
building hp + 50%
damage -50% for all, except buildings and godpowers 0% change
healing speed -50%
reapair speed -50% -
Make it savable: These games would brabobly be longer than normal games so make pvp games savable by pausing and confirmation, and saved games rehostable.
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- Give coop mode for one civ: Share the overwhelmingly many tasks that you need to handle a civ, between two or more players so both can play the game more confortably together.
There is so much complexity and content in this game I think it makes sense to make a slower game mode or share a civ between players or both. It would deffinitely help new people get into the game. A begginer would start playing much easier with a shared civ or alone but slower with more sturdy units and buildings so they can make more mistakes and nothing will crumble under seconds.
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