First of all, once again my compliments for this excellent game. I've been enjoying it immensely so far. It's been a couple of years since I played a game so fondly as this one. I'm loving every minute I spent on it. Even more, it has me so hooked, I'm constantly thinking about it and it's got me making forum posts. As you can see, I haven't made much forum posts though I've been a forum-member for quite some time So, I thought about sharing my reflections on the game, as I feel Pocus really has an listening ear for it's community. I will be making some regular posts here, because this forum's a bit more quite than it's Slitherine counterpart and certainly the Steam forums. I fear my posts will get overlooked there. This place seems more ripe for some serious contemplating and discussion.
I was already thinking about making a topic on Provinces, their resource pooling, buildings and population growth, when earlier this afternoon I stumbled on a topic on the Slitherine-forum in which the OP stated that pop-growth is too fast. From a historical point of view that is obviously the case. But a purely historical simulation would often make for a quite boring game. Here's a link to my reply, because from this point onwards, I will continue this post assuming you read my reply: http://www.slitherine.com/forum/viewtop ... 65#p798413
What I was thinking of that ties in with this topic, and something that would make for a bigger diversity in possible play-styles, is a possible, optional, change to the way resources are pooled and redistributed in provinces. From what I've gathered so far, the pooled resources are redistributed quite evenly among the regions, stimulating an even growth among it's regions. What if, you could choose to have a provincial/regional focus? Stimulating, favouring the growth of one region in the province? In a heavily, city-state oriented world such as the Mediterranean at that time, it would certainly make sense, at least for some factions. This idea can offcourse be further refined, because some tweaking (mainly to buildings) might be necessary to optimise greater variations in population density.
It would allow for some more and greater diversity (away from some of the arcadiness-feel; see my other post), which might have become my main goal this afternoon