This is the way, and the game should be updated to this. Deck limit made more sense when you had to unlock cards, but even in a long game, you very rarely end up sending all your cards. It just doesn’t happen outside of treaty maybe. So It really wouldn’t be a big change, and then shipments can stop being seen as a “card game” for many and start being seen as what they really are: units, resources and unique and optional techs that you “purchase” with the exp currency. Also, new players wouldn’t have to make 2 or 3 decks before trying to play competitively because they have to have “a deck for every ocassion”. Just remove limit, rework the shipments UI and let civs choose any shipment they want, as more often than not you don’t deplete your deck before the match is over.
Of course, US and Mexico woild still need to age up/revolt to get to some of their cards, but thats part of their appeal
In most games, I don’t think it would make any difference. You pick your 25 best cards to fit your strategy. Your priorities aren’t going to change much game to game. You still want your age 1 villie cards to go first. You’re still going to have some Age 2 resource and unit cards to either juice your economy or handle a rush. If you went back and looked at 50 games played with a particular deck that you have, my guess is that you probably ended up using mostly the same cards by the end of the game, plus or minus 1-2. That’s because your strategy requires it and you’ve picked your cards to complement your strategy.
There’s a limit to how fast you can get new cards. It’ll take you an hour or so of game time before you close in on having no cards left except your infinite ones. And most games don’t run that long.
Adding more cards isn’t really going to make much difference because you’re rarely going to get to the point where you’d ever use those extra cards.
For certain civs (especially Aztec, Sioux, and Japanese off the top of my head), the limit of 10 cards per age is a significant restriction. I could definitely see getting rid of that restriction as a good thing for those civs. That’s a change that hits early enough that it would indeed make a strategic difference.
Yeah I think having it as a separate game mode would be a fair way to trial it.
I do quite strongly agree with this. It is very convoluted process that you got to send up to three separate cards home city to full upgrade single units in the game. What I suggest is having a single card which can be sent three times, each time giving an extra bonus to the specific unit. Therefore, you’d free up deck space but keep but not create a power spike.
The player or the player who installed the game should be able to adjust the Home City deck capacity. Developers need to rearrange Home City deck capacity to be less than 25 or more. Players should be able to adjust the Home City deck capacity from 0 to 50. Thus, the game can become a more tactical and strategic game. This increases the game’s versatility and can make the game more enjoyable to play.
It is also necessary to increase the maximum number of cards that can be carried in the era. Countries such as France and Japan have many cards stacked in the same era, making it difficult to choose
There are always unlimited cards in deck so it doesn’t really matter everyone has unlimited cards to send…it only matters in treaty where some civs can’t fit in all the military and eco upgrade cards…which is not a huge issue…going full eco+military could make some civs op in late game.
For example Japanese has the highest rice paddy gather rate if they send a million cards while having some of the strongest units in late game after sending a million cards…that is balanced by not having enough card slots for all of them so japan has to choose between a stronger eco or stronger military. if they get more slots they are op.