This is the first thing you have said that I agree with.
Iâve always thought infinite resources to go against the spirit of RTS. These games are about acquiring resources and beating out your opponent strategically with them. Making them infinitely generating effectively renders a lot of the late game to infantry spamâwhich isnât strategic at all, and serves only for screenshots and the illusion of grand battle.
I donât think having infinitely replenishing resources is worth the consequence. It drags games out but also makes it harder to punish players, for although forcing them to make farms is punishing in its own right, a player shouldnât be able to âset upâ their food situation in a way that effectively removes it from the strategic battlefield. The only way for your opponent to mess with it after this fact is by raiding these likely fortified, protected or walled farms which is frankly not worth the risk of losing an army unless it is immediately vulnerable.
Have you noticed? This is partly why farms are not a target in this game. When raiding, we go after villagers and leave the second none are present. The thing is, while villagers can take shelter and run away, farms are suseptible to damageâit just turns out that it is not worth destroying them most of the time. The ironic part here is that it isnât the villager cost that hurts, but the time to produce them that puts the opponent back. 50 food is nothing, and as such, 75 wood for an infinite food source is absurd.
I understand why it has been designed this way, for one, casual players care less about the whole strategic part of RTS and care more for scenery and the roleplaying part of leading armies. To build a vast army and to defeat your opponent. It also smooths out the gameplay in a way that creates less pitfalls for new players; ran out, or were pushed from deer or berries? Donât worry, you still have a second shot with infinite food.
IMO, mistakes shouldnât be eased. A mistake should have consequences, god forbid games donât last 50 minutes as a result of such a change.
In the same vein, military units should not be able to be produced when pop capped. I understand the purpose for this for villagers (though Iâd also like that to apply to them), but the issue with military units specificially, is that you create very little gap time between battle victories which an opponent can take advantage of. If defeating an army simply means another immediately spawns, then it contributes to this mindless gameplay.