Re: Multiplayer mutators
We could add sliders to change thousands of values within the game, how fast bowmen reload, how many stones are mined, how fast hit points restore, how fast buildings are destroyed, how many hit points each stone/timber gives a building, how many pigs can fit in a swine farm at once, how much corn horses take to reach maturity, how steep terrain is before you can't build on it, how far the fisherman will walk to the water, how much you lose when you trade at the market, etc. etc.
But at the end of the day, we want to produce one game, with a consistent feeling to it. How can you become a pro player with infinity many game modes? I really think that "less is more". The things that we leave out of the game are more important than the things we add to the game. A few multiplayer mutators that enable/disable aspects of the game like iron, archers, market, etc. sound great. Even stuff like infinite resources, no hunger, etc., once again that's really just enabling/disabling a gameplay feature. As long as we don't have too many mutators I think it would be ok. But sliders for every little value and difficulty settings will just make the game feel inconsistent and over complicated in my opinion.
That's what I ment when PAKER said why not?