Increasing turn lengths
Posted: Tue Oct 25, 2022 1:11 pm
One of the themes you see with TI as it is, is the whack-a-mole agent management game. This is endlessly repetitive business that's mostly taken up by defending interest and countering propaganda with side-order of investigating alien ops and burning xeno terraforming projects.
In the beginning the turn length is one week. After a bit it turns to two weeks, according to the game as bureaucracy sets in after the initial shock of alien contract. I propose that the turn length should be increased as the years pass. So after a while it'd go from two weeks to four weeks and four weeks to six weeks or two months or something along those lines.
Since the agent actions are tied to the turn length but otherwise armies, fleets and bases/habs proceed in real time, this would reduce micro without affecting game pacing otherwise. Possibly the agent XP accumulation should be adjusted as well or perhaps the bonus from persuasion/command/admin increased to avoid progress of empire-building from crawling at the same time.
In the beginning the turn length is one week. After a bit it turns to two weeks, according to the game as bureaucracy sets in after the initial shock of alien contract. I propose that the turn length should be increased as the years pass. So after a while it'd go from two weeks to four weeks and four weeks to six weeks or two months or something along those lines.
Since the agent actions are tied to the turn length but otherwise armies, fleets and bases/habs proceed in real time, this would reduce micro without affecting game pacing otherwise. Possibly the agent XP accumulation should be adjusted as well or perhaps the bonus from persuasion/command/admin increased to avoid progress of empire-building from crawling at the same time.