
Originally Posted by
A.Saturnus
I'm trying to figure out how that is meant with the "tracking turns". I think this offers some opportunities (please read on before outrage). Instead of a set period of time a turn could represent an amount of action. I for one often have in my campaigns times at which few things happen. Then, turns rush by without me doing much. For example because I have to wait for a structure to be build. At other times, say I'm involved in a campaign against a neighbour or defending a city, lots of things happen each turn. It sometimes takes hours just to complete one turn. What I'm suspecting is that CA wants to change that.
In calm periods, turns represent more time since few decisions have to be made over several years. But when the action starts, each turn might only represent a fraction of a year, so that you can control every step of the campaign.
If my interpretation is right, 225 turns might actually be fine, even for me, because, actually, several years in which nothing happens could be put into one turn, leaving more turns for the interesting action.
Obviously, there are some difficulties. How are they going to do this? Years still have to be represented some way because the life of people cannot be counted in turns and I expect historical events to play a role. But that's not really a problem. That a turn can represent various amounts of time doesn't mean the game can't keep track of years as well (and show you). It only means that a year, or half a year, isn't an instance that offers you a set amount of decisions to make.
What I'm more curious about is how the game will be able decide how much action there is and how much turns you're offered for that action. In what way will the player be able to decide how much action he's going to start.
I'm sceptical whether CA can implement this right, but I still see the opportunities.
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