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WoK 4.5?

Posted: Fri Oct 24, 2008 9:44 pm
by korexus
Or to follow the new naming conventions, maybe Intermediate WoK.

Technically this would be an Advanced WoK X-game, but with the modifications being aimed at making the bridge between Standard and Advanced WoK a little smaller.

The changes I had in mind were:
No corn consumed by any units,
No gold required to pay any troops,
No bonuses from any tribe.
Gold production is done by workers (instead of the harvest aim)

This might remove the difficulties mentioned on another thread that new players face and also counteract the claim that Advanced WoK is just accountancy with a map.

For vets there would also be the challenge that, without an economy to worry about, new tactics become viable.

Does this sound like an idea worth investing some time in? (As I've laid it out, it couldn't be run straight from the advanced WoK engine.) Are there other bits which could be simplified? Should something I suggested actually stay in? Am I just talking random drivel?


Your thoughts are welcome!

korexus.

Posted: Fri Oct 24, 2008 10:53 pm
by Xarfei
I like the idea.

Would require a bit of balancing.
Price for spells and tech level and/or the gold produced by workers needs to be fine tuned.

How difficult would it be to set up Wok 4.5?

Xarfei

Posted: Fri Oct 24, 2008 11:19 pm
by korexus
As a quick and dirty method for fine tuning?

set the corn/unit to 0 as a constant,
ditto the gold/troop
ditto the gold from pop
ditto the clan effects

(Not all of these are definable constants, but there's no reason why they shouldn't be, so the options could be added.)

the Harvest aim would need to be rejigged, but that would be an easy job.

At this point, the SAOF and TR would have extra bits in them, but that wouldn't matter for testing. A cleaner version could then be produced easily enough.

It would be nice to keep as many values as possible close to the Advanced defaults. - Ideally only the gold/worker would be fiddled with...


Chris.

Posted: Sat Oct 25, 2008 12:16 pm
by Xarfei
To answer how much gold one worker should produce (I think this is the number to fiddle with, not the costs of tech levels or spells), we first need to answer how much gold an average player will need.

My assumptions:
You should be able to reach tech level 10 on turn 8.
Costs: 2200 gold.
You should be able to make 2 spells on average with an average cost of 50 gold:
1000 gold (for first 10 turns).

Total: 3200
=> 320 gold per turn

How many workers can you expect to be able to put on +GLD?
Well, just as many as were previously put on harvesting.
e.g. 4 harvesting provinces with 20 workers: 80 workers per turn.

=> Gold per worker = 320 gold / 80 workers = 4 gold/worker.

An interesting twist would be to have the gold production per worker go up with tech level.
E.g. gold per worker = tech level / 2 with a minimum of 2 gold and a max of 6 gold.

Xarfei

Posted: Sat Oct 25, 2008 1:16 pm
by korexus
The number I had in my mind was 5, so we seem to be broadly in agreement.

If gold went up with TEC then increasing TEC could become too easy. It would have to go up at a slower rate than the gold requirement does. This would be possible though...


Chris.

Posted: Sat Oct 25, 2008 2:28 pm
by korexus
I have set up a game with the following options:

Gold required for troops: 0,
Gold gathered in taxes: 0,
Corn required: 0,
Corn gathered by harvesters: 0,
Harvesters instead gather a flat 5 gold per worker.

I addition, I will manually set each players tribe to 0, changing tribes and the tribeturner spell will be disallowed in this game.

This will allow us to test out the options without me having to write a new game engine, if the game works out well I will do so, but for now you'll just have to ignore the lines about feeding and taxes...

I'm happy to tweak the numbers to something else, players can sign up to the game here.


GM Chris.

Posted: Mon Oct 27, 2008 1:44 pm
by korexus
Xarfei and Hryll are the first two to join.