Closed Tantali closed 6 years ago
Current sequence of economic/cleanup looks logical on paper, but feels unnatural while playing.
Can you give an example?
Also, one problem I also noted was theoretically someone could have expended his money before revival, leaving him unable to do it?
Yes, you always get 3 coins and can revive up to 3 units. The only way not to have 3 coins for your revived units is if you gave the coins away. I don't think that needs clarification, but I'm open to suggestions.
Also, one problem I also noted was theoretically someone could have expended his money before revival, leaving him unable to do it?
That is what I would call a pathological edge case. Yes, he would be unable to revive. He can try again next round.
The chronological order of what occurs is important, but in reality people combine things which go together. e.g. income, paying, revival, even training And somewhere inbetween this mess, points need to be calculated.
I like the way the ordering is at the moment, and its resulting effects. But I don't like the mismatch with how people play/think. I opened this issue in hopes of finding something that would fix the mismatch, but keep the effects.
That is a fair point. A lot needs to happen that can be done simultaneously and it tends to be a bit messy.
Not sure what we can do about it though.
We can move some stuff to the beginning of the next turn? For instance the revive might make more sense at the beginning of the turn?
Does that really matter? The beginning of a turn vs end of the previous turn is kind of an arbitrary border...
IMO we have no ideas to solve this and it's more an improvement/optimisation than solving a problem anyway.
Shall I close this?
I'm still thinking of a solution
@Tantali can think about this more, but about a closed issue
Current sequence of economic/cleanup looks logical on paper, but feels unnatural while playing. Also, one problem I also noted was theoretically someone could have expended his money before revival, leaving him unable to do it?