By unpredictability, I mean knowing when that message is going to appear; knowing that it will end at some point isnt unpredictable, we can predict that with 100% certainty from the information provided. Is it a fixed term of Imperium (through combination of Consul/Praetor and Proconsul/Propraetor), or is it a non-predictable timeframe? That is the question I was asking. A fixed term makes it more manageable.Originally Posted by Atilius
I applaud the sentiment, especially for the novices, but we will agree to disagree on this point; I've done a fair bit of games development myself, and my experiences have lead me to conclude that proportionality (eg. between game and reality, rather than going one way or the other for its own sake) should be a firm guideline.Instead of forcing them to develop "house rules" for better historical play, we'd rather build them into the game. This also allows the game to better guide a novice who wishes to play historically, but doesn't know how. Finally, the team has always believed that more realism and more historical depth generally make for a better, more challenging the game. That's why EB came into being.
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