I have this idea in my head to create an advanced kingdom selector.
I doubt whether I'll actually make one, because I'm very good on starting new things and very bad on completing them, but it might make a fun experiment.
There are purists among us who say "Every Dominion kingdom should be random!". Well, I'm not a purist and I'm not entirely on the other side, so I don't really care.
To me, a kingdom should be interesting. It should provide multiple options. The plethora of ways one could go about a kingdom were what sucked me in when I started playing. It's fun to discover new things! I'd rather succeed greatly or fail horribly with a Rube Goldberg engine than toss a coin on an uninteresting mirror board.
I actually feel kind of bad when I fire up my Torturer chain or play my 7 Hunting Parties + 1 Terminal over and over and over and over. These games are not fun.
So, in an effort to make kingdoms fun (and provide multiple roads to victory) I'd like to see if we can find some partners for otherwise sad pandas.
Our mission: Remove dead cards from the kingdom!
There is no point in having a card in your kingdom that's never going to get bought, you might as well play with a stack of napkins. It is an inevitable aspect of having so many cards to choose from, but still...
A simple example is Tunnel, it has a reaction to discarding, so the obvious thing would be: If we select Tunnel from our random list, select a discarder, like ... (it's a long list).
We could even add weights to the list. Warehouse is a better discarder than Spy, so they could be given different weights. And maybe we don't want super obvious combos like this, so we could tweak it some. You have to watch out for the really dominant combos.
The point is that some cards need partners to be considered for a strategy and that's what we're trying to achieve, they should be at least considered by both players.
It could also be tuned for 3p and 4p (no Pirate Ship, Tom Vasel?).
We could also let users fill in their own preferences. Torturer likes villages combowise, but players don't necessarily like having Torturer always come with a village.
So the partnership doesn't have to be bidirectional per se. I mean, a card that reacts to attack cards is probably more useful with attack cards around than without them, exceptions noted. On the other hand, attack cards don't really need reaction cards.
At this point I'm pretty much at the end of what I came up with at this time, but I'd like for you guys to keep spitballing along and seeing where it goes.