Originally posted by Sore Loser
On this question I'm fairly radical, I see every change request as a potential improvement. But the game will obviously be unsatisfactory to play if bugs pop up all the time. I think the best compromise is to start out with a limited game (either going from 4000 BC to 1000 BC or simply using a static tech level). After the initial trial, assuming it's succesful, the main game can then be started. Whenever a change is needed (and I'm thinking about small changes here, the game models used throughout the game should be pretty much set from the beginning), a small test game can be set up to run for a month or so to find out how it would work.
On this question I'm fairly radical, I see every change request as a potential improvement. But the game will obviously be unsatisfactory to play if bugs pop up all the time. I think the best compromise is to start out with a limited game (either going from 4000 BC to 1000 BC or simply using a static tech level). After the initial trial, assuming it's succesful, the main game can then be started. Whenever a change is needed (and I'm thinking about small changes here, the game models used throughout the game should be pretty much set from the beginning), a small test game can be set up to run for a month or so to find out how it would work.
Also, I can't imagine anyone wanting to play a game where you have to wait years to be able to do something. You might as well make three or four separate games.
The balance I'm striving for is to make sure the players would view new players as potential ressources rather than potential competitors. If you're well-established then you needn't fear a poor little newbie. Instead, if the newbie shows some interest in the game then you could probably benefit yourself by showing him the ropes and recruiting him to lead some small raiding mission or run a hamlet on the outskirts of your empire.
I think that the whole game has to be designed for those who come in mid-game. The early starters are an exception.
There is a problem with this, as I see it. If you give up all control of the power (cities and armies) that you assign to your vassals, then it's just too easy to stab the top dog in the back. Besides, this would make players very reluctantly to share power with their vassals, and I want to encourage them to do so. A well-functioning hierarchical system is the best way to promote social mobility, IMO.

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