Variety and Randomness
I've been reading through this wonderful page on the choices that Arcen Games (maker of AI War) made in regards to forced player experimentation, a shifting game balance and random map generation. While I have not tackled AI War yet, I am curious about how their general design philosophy matches up against Elemental to see what we can learn.
Two Major Points:
1. Making unit type vs. unit type balance extremely unique, instead of using base classes, and having a large variety of unit types, means that players can't focus on learning every unit's counter, and thus have to play a more experimental game.
2. Forcing Variety on the player means they will get more replayability out of the game. In AI War, this includes random starting locations and random starting units, as well as random opposition. They use a great comparison to rolling a new character in an RPG.
So...
Would making armor, weapons, and magic interact more complex add depth? With enough added complexity, can the game become "un-min-maxable" and thus more elegant?
Would forcing players in elemental to play with some more variety - IE, a couple random Sovereign traits, a couple random starting units/buildings, help make elemental more interesting?