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Post by hardly on Jan 14, 2015 23:54:33 GMT
Agreed but unlikely right? Just trying to be pragmatic in the scope of the thread. I expect gems will go if the development continues. It's not going to be at the top of the list I don't think but they are quite easy to rip out. As a temporary measure you could just replace the cost of gems with belief and then substitute that later for new resources. Anyway, as I recall you mostly use gems for laundering belief using the temple of doom. If I recall correctly it took 12,000 belief to leash 120 followers to the pit which yielded 100,000 belief. Apart from that you used a few to speed up building and then a few to build silly rewards like fountains and flags. With faster belief generation and building the first two uses are irrelevant and the last one was a silly gimmick for mobile so it can just be removed when happiness is reworked.
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Post by hardly on Jan 14, 2015 23:57:16 GMT
How can we adapt meteor and finger of god (and balance any new powers) so that your own troops aren't completely redundant? Well, if you don't want the meteor and finger of god to make your followers obsolete in combat because you would easily overpower the enemy by yourself, the enemy should perhaps have some kind of defense against these powers. For example, a meteor shield that they could deploy that might stop some of the meteors you throw at them but not all of them. (perhaps they have an off-shore driller that looks like Bruce Willis ) Another way to prevent the meteor from becoming too powerful might be to restrict the player in the the number of times per time unit they would have the ability to use the meteor. This is actually done quite well in Populous the Beginning where the more powerful powers take much longer to recharge than the weaker ones and the player also doesn't have the ability to accrue more than 1 of the most powerful spells at a time. Upping the combat frequency and decreasing the timers would be interesting. What if there were a reason the player really wanted to win a specific combat so they chose to use meteor to win that combat which say unlocked a resource that then allowed them to progress. They might have 5 concurrent or closely timed conflicts and they have to prioritise combats based on strategic objectives.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Jan 15, 2015 0:07:53 GMT
Well, if you don't want the meteor and finger of god to make your followers obsolete in combat because you would easily overpower the enemy by yourself, the enemy should perhaps have some kind of defense against these powers. For example, a meteor shield that they could deploy that might stop some of the meteors you throw at them but not all of them. (perhaps they have an off-shore driller that looks like Bruce Willis ) Another way to prevent the meteor from becoming too powerful might be to restrict the player in the the number of times per time unit they would have the ability to use the meteor. This is actually done quite well in Populous the Beginning where the more powerful powers take much longer to recharge than the weaker ones and the player also doesn't have the ability to accrue more than 1 of the most powerful spells at a time. trying to recall but nothing in populous the beginning was as overpowered as meteors is in Godus? Volcano maybe? But that also relied on AOI for the shaman. My point exactly. PtB was well balanced.
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Post by Aynen on Jan 15, 2015 0:33:49 GMT
I'm starting to think more in the direction of being able to influence the frequency of incoming hostile actions from the environment. I mean, what if using more powerful things like meteor are still possible, but your enemy compensates by sending more armies and bigger armies your way? That means you get to wield the raw power more often, if that's your thing. And if you let your people deal with incoming forces instead, the frequency of incoming attacks and their size decreases. (because as a player you've shown not to be interested in them)
Letting it make sense from a story-telling perspective would require some thinking, but it makes sense from the perspective of letting the player do more of what they naturally start doing, and you don't have to nerf abilities they enjoy.
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Post by earlparvisjam on Jan 15, 2015 1:41:30 GMT
I'm starting to think more in the direction of being able to influence the frequency of incoming hostile actions from the environment. I mean, what if using more powerful things like meteor are still possible, but your enemy compensates by sending more armies and bigger armies your way? That means you get to wield the raw power more often, if that's your thing. And if you let your people deal with incoming forces instead, the frequency of incoming attacks and their size decreases. (because as a player you've shown not to be interested in them) Letting it make sense from a story-telling perspective would require some thinking, but it makes sense from the perspective of letting the player do more of what they naturally start doing, and you don't have to nerf abilities they enjoy. The big question is this: Are god powers supporting follower actions or are follower actions supporting our god powers? Within the context of combat, unless follower combatants fulfill a unique need, they are little more than support for our god powers. If they're there to just help kill off the enemy, then there's always going to be trouble balancing god power effectiveness vs follower effectiveness in wiping out the enemy. There needs to be something that followers can accomplish that none of the god powers can do. Without it, followers are just another destructive power that has a ton of negatives in comparison to just using god powers. Unless follower combatant numbers get really big, there's always going to be a god power that's faster to use, more accurate, and more effective at wiping out the enemy. Plus, there's the added problem that followers have to be managed so they aren't killed, making them even less effective.
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Post by Aynen on Jan 15, 2015 1:56:20 GMT
I'm starting to think more in the direction of being able to influence the frequency of incoming hostile actions from the environment. I mean, what if using more powerful things like meteor are still possible, but your enemy compensates by sending more armies and bigger armies your way? That means you get to wield the raw power more often, if that's your thing. And if you let your people deal with incoming forces instead, the frequency of incoming attacks and their size decreases. (because as a player you've shown not to be interested in them) Letting it make sense from a story-telling perspective would require some thinking, but it makes sense from the perspective of letting the player do more of what they naturally start doing, and you don't have to nerf abilities they enjoy. The big question is this: Are god powers supporting follower actions or are follower actions supporting our god powers? Within the context of combat, unless follower combatants fulfill a unique need, they are little more than support for our god powers. If they're there to just help kill off the enemy, then there's always going to be trouble balancing god power effectiveness vs follower effectiveness in wiping out the enemy. There needs to be something that followers can accomplish that none of the god powers can do. Without it, followers are just another destructive power that has a ton of negatives in comparison to just using god powers. Unless follower combatant numbers get really big, there's always going to be a god power that's faster to use, more accurate, and more effective at wiping out the enemy. Plus, there's the added problem that followers have to be managed so they aren't killed, making them even less effective. Well, if I approach it from the angle of giving the player more of what they're already doing, then the followers fill the role of doing what the player doesn't want to do, but could if they wished. So if the players wants to be destructive, the spells will do the trick, and the game gives the player plenty of targets for those spells he likes throwing about so much. If the player doesn't want to toss meteors around, then the followers clean the mess for the player, and fewer enemy armies / raiding parties are generated. So the two still fill different roles, just with a different angle.
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Post by earlparvisjam on Jan 15, 2015 2:20:02 GMT
The big question is this: Are god powers supporting follower actions or are follower actions supporting our god powers? Within the context of combat, unless follower combatants fulfill a unique need, they are little more than support for our god powers. If they're there to just help kill off the enemy, then there's always going to be trouble balancing god power effectiveness vs follower effectiveness in wiping out the enemy. There needs to be something that followers can accomplish that none of the god powers can do. Without it, followers are just another destructive power that has a ton of negatives in comparison to just using god powers. Unless follower combatant numbers get really big, there's always going to be a god power that's faster to use, more accurate, and more effective at wiping out the enemy. Plus, there's the added problem that followers have to be managed so they aren't killed, making them even less effective. Well, if I approach it from the angle of giving the player more of what they're already doing, then the followers fill the role of doing what the player doesn't want to do, but could if they wished. So if the players wants to be destructive, the spells will do the trick, and the game gives the player plenty of targets for those spells he likes throwing about so much. If the player doesn't want to toss meteors around, then the followers clean the mess for the player, and fewer enemy armies / raiding parties are generated. So the two still fill different roles, just with a different angle. Followers are going to have to be directed by the player to be effective enough to do what you're saying. It's not a matter of making followers and expecting them to just handle the problems you don't want to deal with. What you're describing could be handled by implementing a "guard tower" that can be placed and forgotten to handle raiding parties. Combatant followers have to provide a unique benefit in order to have tactical worth. Otherwise, there's little value in bothering to muck with them. In the case of play balance, it's always a bad idea to add a new feature that's just "giving the player more of what they're already doing." Players will gravitate to the option that is more effective (no matter how slightly) and the other is wasted effort. Every feature needs to have enough of a uniqueness to justify its existence. I've seen plenty of games where opposing factions/powers were based around things like the elements but the mechanics were identical once you got past the fluff.
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Post by darkmoondragon on Jan 15, 2015 2:31:15 GMT
It makes little strategic sense to me to increase the numbers of enemy attacking in parallel with the number of destructive spells used. It would be irrational to use any destructive spells if it was set up that way. I agree with Ba'al that the key is to limit the use of destructive powers in terms of time or any given conflict, more destructive powers causing you to approach the limit more quickly. In this way it is possible to make a strategic error by using the "big guns" at the wrong moment and draining all your alloted power or conversely hold off until the most advantageous moment and make a good strategic decision. IMHO.
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Post by hardly on Jan 15, 2015 2:46:04 GMT
If the cool down on meteor is 30 mins and there are two fights in that time that both have similar outcomes if you win then where is the strategy? It matters not what fight you use the meteor in? If one fight yields key territory/resources then there is a strategic decision to be made and perhaps a challenge to not lose the other fight where meteor is not available. Hence for meteor to be interesting then the number of fights needs to be greater than meteor charges and winning fights needs to have different strategic consequences.
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Post by hardly on Jan 15, 2015 3:14:19 GMT
Just to summarise here is my list of ways God Powers can be interesting:
• As a commandment (using different powers inspires your people to adopt different behaviours • Strategic choices about in battle timing/placement • Leveraging the economy (the ability to use powers is raised/lowered by the capacity of the civilisation) • Strategic choices about which battle to use an ability in
Have I missed any?
Id prefer the game to use multiple of these. I think the second in terms of timing/placement within a battle is probably a no go since the number of troops will be limited as will be the sophistication of the engagement. The only way this might work is if is with basic morale and formations like a mini total war and I don't see that coming anytime soon.
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Post by darkmoondragon on Jan 15, 2015 3:20:16 GMT
If the cool down on meteor is 30 mins and there are two fights in that time that both have similar outcomes if you win then where is the strategy? It matters not what fight you use the meteor in? If one fight yields key territory/resources then there is a strategic decision to be made and perhaps a challenge to not lose the other fight where meteor is not available. Hence for meteor to be interesting then the number of fights needs to be greater than meteor charges and winning fights needs to have different strategic consequences. Agree completely. I'm assuming that a conflict involves a number of skirmishes not just an attacking horde. So the strategy would lie, in part, in do I save my allotted power for ten FoG or use it all in one meteor? With limitations such as this follower soldiers could be useful if not necessary. This kind of limitation of power within a given span of time can easily be explained in that a "war zone" is not considered part of the players "realm," where powers would remain undiminished.
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Post by FuriousMoo on Jan 15, 2015 3:51:34 GMT
Agreed but unlikely right? Just trying to be pragmatic in the scope of the thread. I expect gems will go if the development continues. It's not going to be at the top of the list I don't think but they are quite easy to rip out. As a temporary measure you could just replace the cost of gems with belief and then substitute that later for new resources. Bingo, I'm going to try to phase gems out gradually. Not a discussion for now, but don't include gems as part of any of your suggestions.
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Post by Gmr Leon on Jan 15, 2015 3:51:35 GMT
Alright, since Moo asked to try and ask each other questions about their pitches, I figured I'd start with Gmr's: With your proposed finger of god stun ability, are friendly characters also affected by the stun? Does the stun apply only to the one character hit by the ability, or does it affect multiple characters at once? How long does the stun last, and what is it's primary function? On Meteor: If you want to show where the meteor will hit, but the mechanic for shooting one is to briskly make a line with the mouse button pressed, how much time could there be before the computer can know where the meteor will hit and the meteor actually hitting there? Is that enough time to change your mind, and when you do change your mind, how can you cancel the meteor at this point? If the FoG has a stun, and the Meteor a slowing effect through shell-shock, and swamp a slowing effect through exhaustion, under what circumstance should a player pick one over the others when trying to delay the enemy? If FoG is used as a form of leeshing, what happens to the damaging effects it also has? When should the spell do damage and when should it not, and how does the player control the difference? Feel free to punch holes in my pitch btw, that's kind of the point. My thinking is FoG wouldn't have friendly fire (not sure why it would). The stun would be far more limited and precise, similar in nature to how it currently operates (which is about, two or three at best, I think?). Its duration would have to be worked out as you try it out to see what might be best compared to the other abilities given similar properties. I'd think it'd be best as operating for a shorter time than say, meteor or swamp, with those abilities having their secondary effects lasting slightly longer and over a wider area than FoG. What would make you use one over the other would be costs or, if shifted to a limited use number/recharge time as some here have suggested, would be whichever one seems best for the situation. Many enemies bunched together coming at you: swamp/meteor, smaller groups/weeding them out: probably FoG or swamp. In general, I was looking at modifying FoG to drop the damaging characteristics, as it seems to me to have a sort of awkward overlap with meteor and follower troops, so by removing the damage, using it as a guide and stun for troops, it creates a sort of cursor/power complement to your follower troops, as FuriousMoo seemed to be looking for. In that way, you feel like you still have a limited degree of the god angle compared to other RTS games where'd you just click and wait for troops to engage, you'd be aiding them by clicking, stunning, waiting for engagement, and possibly helping more where needed. As you progress, you'd gain more powerful abilities like meteor and swamp for larger engagements, building on the feeling of divine intervention where you're really able to punch into the world and have more enduring effects (e.g. via meteor terrain deformation and swamp terrain modification). However, as I noted, I think that in the case of a power like swamp (and possibly even meteor) the secondary effects could apply to your own followers, but I think for less potent powers like leashing/FoG, it makes more sense to limit them to one side. After all, extending leashing to the enemy would defeat the point of combat rather easily, once cost becomes a non-issue. Although, the base leash functionality could be extended to some interesting ideas for other powers (e.g. arc lightning), but as I also mentioned, I think it's probably best to sort out the existing abilities before moving on too quickly to entirely new ones. By the way, FuriousMoo, in regards to Spiderweb's blight idea, see my friendly fire idea for swamps' secondary effect. You could make it apply both ways to prevent it from all being in favor of one side that way, I think. Edit: Almost forgot Meteor signal for collision location: I think the easiest(?) way to do this might be to provide an actual glowing highlight on the ground when the ability is equipped/active wherever your cursor is that, once you begin the swipe, remains there so you know where it will impact. A better intensity indicator, since swipe length influences that, would be for this highlight to grow in size in relation to the swipe giving you an idea ahead of time how much the ground will be deformed as well. I think the general idea, originally, was for your swipe direction/terminating point to provide you this indicator anyway, but embedding it on-screen in a clearer manner via the terminating point being highlighted (less cursor, now that I think about it, since that may not give reliable indication) and modifying that highlight through size change related to swipe length, would very much improve the feel by letting you learn how to get more consistent results from your usage of it. Hopefully that makes some sense. The basic idea is to just give the player better feedback in some way so that they can better learn how to use the abilities at their disposal (without necessarily relying on little text popups). Doing it this way would, while not allowing for change in target/intensity mid-usage, at least give you the feedback to rearm and try again with some idea of how to improve, something the game currently fails to do very well. Edit2:
Upon further inspection, 13thGeneral essentially covers what I was considering with FoG, but with additional pizazz. How can we adapt meteor and finger of god (and balance any new powers) so that your own troops aren't completely redundant? Perhaps remove damage from the FoG mechanic, and use it only as a pointer (i.e. beacon) that designates where your followers should concentrate their aggressive actions; FoG a follower, they get sacrificed; FoG an enemy, your military followers attack them. FoG one of your follower Abodes, they dismantle it. FoG an enemy Abode, your military followers pillage it. Just a thought, it's obviously not perfect and would require some refining.
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Post by FuriousMoo on Jan 15, 2015 3:55:31 GMT
Yeah I'm going to keep the swipe for meteors. I like that it's a bit inaccurate and difficult to judge (it's meant to be a nuke, not a scalpel). I'll admit it's better as a touch screen mechanic, but it works perfectly fine with a mouse too. The power of the meteor is currently determined by the length of the swipe you make so the variable strength mechanic is already working. There are min and max values for it's power and length of swipe determines where an individual meteor lies on that scale. These min and max values can be easily adjusted the only problem being that the greater the range between min and max the harder it is to judge how powerful a meteor will be when you launch it. Really I only ever managed massive destruction with the new upgradable meteor, maybe I'll try that again. But it's not very clear that you can control it. Do you think there is any chance of a gods play ground map to trial test powers for free? I'll have to check, it may be possible to play with the meteor parameters with the balance editor.
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Post by FuriousMoo on Jan 15, 2015 4:18:14 GMT
FoG being a stun only effect is easy enough to implement, it's already how it works on champions in the voyages mode. Kill or stun it would still need a cooldown as currently you can spam it super quickly and could easily disable an entire army.
My general philosophy in terms of using powers vs followers in combat (the straightforward direct damage ones anyway) is that each should have it's own advantage and disadvantage, neither ever being the the clear 'best' way to handle a combat scenario.
In an idea world I could use cost and economy to balance a lot of this, but in the way Godus is structured that may be very difficult. In discrete combat scenario (like a starcraft match for example) the economy flow can be calculated and fairly accurately predicted and the cost of units and powers set accordingly. In Godus this will be practically very difficult, I can never predict how much belief a player will have at their disposal in a combat encounter so I pretty much need to assume the player will have enough belief to cast as many powers as they want.
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Post by Gmr Leon on Jan 15, 2015 4:39:59 GMT
Just a quick course correction. Try not to get too hung up on the way enemy AI will work right now, we can re-visit that in another thread. You can however assume there will likely be situations where you will need to deal with a small group of enemies (say 10-20, whether you are attacking or defending makes no difference) or attack a settlement. I'm not ruling out larger battles or having to defend parts of your territory at this stage, but lets start with these two fairly basic scenarios I will want to include in some manner. More or less what we're working with right now then. I think to make it a little more interesting, it might be preferable to open up the land a little and not bunch them up all in one big settlement, as has been done up to this point. Scattering them about alongside environmental hazards (e.g. blight/swamps) would make expansion more interesting as you're fending off raids from each side (small groups, as you said) and overcoming the environment via sculpting/beautification. It would be some work, but tucking away chest rewards within enemy abodes/smaller settlements would make conquest via troops much better (similar to some ideas voiced here, loosely similar to what earlparvisjam & morsealworth were suggesting). FoG being a stun only effect is easy enough to implement, it's already how it works on champions in the voyages mode. Kill or stun it would still need a cooldown as currently you can spam it super quickly and could easily disable an entire army. My general philosophy in terms of using powers vs followers in combat (the straightforward direct damage ones anyway) is that each should have it's own advantage and disadvantage, neither ever being the the clear 'best' way to handle a combat scenario. In an idea world I could use cost and economy to balance a lot of this, but in the way Godus is structured that may be very difficult. In discrete combat scenario (like a starcraft match for example) the economy flow can be calculated and fairly accurately predicted and the cost of units and powers set accordingly. In Godus this will be practically very difficult, I can never predict how much belief a player will have at their disposal in a combat encounter so I pretty much need to assume the player will have enough belief to cast as many powers as they want. This is kind of interesting, and understandable given how dependent everything is on belief. If it wouldn't mess up much further, I was going to suggest nabbing some belief from abodes/settlements or conquered villages in general. Reducing beacon of expansion repair times and having them act as an additional reward for taking out any enemies entrenched around them would also make expanding your influence far more satisfying than it is currently. Edit: Weird thought that I'm still not sure might help shift Godus into an easier cost/economy balance approach: would converting belief into general charges required for power activation/use in any way improve this, as it then tells you how many charges a player would need to use power x over power y? Sorry if that's straying too much away from the desired subject, but seeing as it'd modify power use in combat, I think it's still mostly relevant.
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Post by earlparvisjam on Jan 15, 2015 6:24:50 GMT
If powers have cool-downs, then the whole point of them having belief cost becomes moot. For example, with FoG, if there's a 20 second cool-down, then why bother having it draw from a global belief pool? Either there's enough belief to carry it through combat or else the player will run out of belief and be incapable of "spamming" the ability to win. If implemented, I think the whole concept of belief generation borders on being moot. Why bother having belief costs? Just make everything have a cool-down to prevent overuse of the ability.
All this points to the major issue at the heart of power usage: pacing. If belief generation was established sufficient to limit the usage of powers, but not to the point where they are completely unusable, there's really no reason to try to balance combat with timers. Populous allowed you to spam lightning and zap to your hearts' content. Its only limitation was belief and belief generation. The difference between Godus and Populous is that belief regeneration is in multi-minute bursts.
This all goes back to the lack of overhaul of base mechanics and how it affects any additional mechanics that are to be implemented. Belief generation and retention are defining factors in how god powers can be used in combat. All the timers in the world won't make a bit of difference if FoG can only be used a few times because it takes longer to generate enough belief to use it than it takes the timer to expire. The current assumptions are that there is an infinite (or sufficient to make it seem that way) amount of belief to fire off a power as often as we'd like. If that's the way we're to treat it, then why bother with the mechanic at all? Either belief usage is important or it's irrelevant and unnecessary.
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Post by hardly on Jan 15, 2015 6:27:38 GMT
Not true, the timer could be based on belief generation. At certain points they'll know what max possible belief generation is and work back from this for balancing purposes.
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Post by Spiderweb on Jan 15, 2015 7:10:04 GMT
I still believe having consequences to using powers has merits, if you keep spamming with meteors your going to make very big holes (even now) but simple to fix with sculpting. There is also little consequence to spamming with FoG (Bar small belief cost and unhappiness), cool down and use counters aren't a bad suggestion per se but are just more restrictions (more timers) at the end of the day which we've all moaned about from the start and we're discussing adding more!
Can anyone else think for better consequences of using powers (for example than meteor depositing something like granite) or why this is not better than (Cool down) timers?
Edit: Already made tonnes of edits to this post but other consequences could be hot earth/change to desert spamming FoG or too many hits could cause earth to collapse/quake (it is a god hitting the ground after all)
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Post by Gmr Leon on Jan 15, 2015 7:35:41 GMT
I still believe having consequences to using powers has merits, if you keep spamming with meteors you going to make very big holes (even now) but simple to fix with sculpting. There is also no consequence to spamming with FoG, cool down and use counters aren't a bad suggestion per se but are just more restrictions (more timers) at the end of the day which we've all moaned about from the start. Can anyone else think for better consequences or why this is not better than (Cool down) timers? I think that powers vs. follower use could be seen as: Powers Advantage: fast, wide effect. Disadvantage: messy, costly (in terms of belief). Followers Advantage: cheap, clean, nets resources (in terms of stickers/belief). Disadvantage: slow, narrow effect (i.e. takes out smaller groups/areas). If we look at it this way, with an eventual resource revamp of some sort (or even with the existing resource system), aiding followers via indirect use of powers to weaken enemies to then conquer and pillage them for resources could prove a faster method of tech progression compared to a slower, more passive approach that may wage a war of attrition of defending against raids and slowly converting them. Now, if we were to improve passive powers to allow for a "civil" conflict so to speak, you could adjust existing powers to, as I mentioned earlier, sway them more to your side with the consequence of this method being the wheat/belief demand that would emerge to sculpt out an area for their new abodes. Alternatively, it may result in an increased frequency of raids as the diminishing numbers in the enemy tribe strain their productivity, making them feel the need to scare people* into joining them/steal resources to survive. *This could be emulated via the happiness system in that successful attacks by the enemy would reduce your people's happiness, while increasing theirs, netting some followers in the process. (You might extend this modification of the happiness system to your own attacks too, with the caveat being that powers diminish happiness, whereas careful use to weaken the enemy, rather than annihilate outright, would improve happiness. In doing this, you would make it so that even only mildly successful raids have marginal benefits.) In general, I think the best way to discourage (without simply making them useless) power usage is to make them nuke any form of resources, both in their use and what they're directed towards, as the game is currently, and make followers the best way to recover resources at a cost of time and overall efficacy. Thus, the "best" path depending on your preference, like say a well-paced, active run, would be to indirectly apply pressure with powers and funnel in your followers for resource reclamation (i.e. buildings/belief/stickers).
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