I believe complexity and realism are more what is needed than more abstract and unrealistic modeling that limits tactics and enables unrealistic work-arounds by way of those very abstractions of flawed game mechanics. Any one for checkers?
If I wanted hyped up Candy Land or Chutes and Ladders than thats what I would play and its high time some real strategy was breathed into the Civ series with a little more detailed attention paid into the combat system. It is very antiquated and needs to be replaced or updated to be on par with its competitors.
Realism not overly complicated but abstracted not counting down to the individual bullets and arrows but more clips, quivers, or artillery rounds but this is the only realistic way to incorporate combat supply lines situations into the combat system. Even the First Person Shooters have a better grasp on the combat supply model than the current Civ combat system. Once the soldiers and platforms exists it is more a matter of resupplying the bombs, guns, and missiles expended in war than reinventing the actual units during peactime build-ups. Arms-races are almost automatically assured and can be linked into the diplomatic models of percieved image and strength. Small changes can round-out and flesh-out the missing pieces of the game.
I do not want a beer-and-pretzels Civ but rather a more realistic game that takes some thought and challenge to be able to play on the higher levels. Re-introduce some challenge and thought process to the strategy not just stacks of tiles that have no connection to each other eccept that they fly the same banner. Link them into cohesive fighting forces of combined units giving the player more meat than more cheese.
Unless under the 'acceptable' abstracts we increase the support costs for units not deemed in-supply and stay with non-realistic your sword against my repeating rifle situations because of abstractions. Very unrealistic.
I also understand those with proven reliable work-around abstraction enabled strategies are put off by having to actually think again when they play Civ but is that not the point of making something more challenging and new and alive once again. I do not think we want to go backwards but rather forwards with the game mechanics and systems and its high time a distinction is made in between ranged and hand-to hand combat. Ranged combat revolutionized and advanced warfare strategy and tactics in its advances much more so than hand-to-hand combat ever did. It is time the game that claims to be a historically based empire builder picks up on this fact.
As always change is resisted at least initially until adpated to and then the norm has changed as well.
If I wanted hyped up Candy Land or Chutes and Ladders than thats what I would play and its high time some real strategy was breathed into the Civ series with a little more detailed attention paid into the combat system. It is very antiquated and needs to be replaced or updated to be on par with its competitors.
Realism not overly complicated but abstracted not counting down to the individual bullets and arrows but more clips, quivers, or artillery rounds but this is the only realistic way to incorporate combat supply lines situations into the combat system. Even the First Person Shooters have a better grasp on the combat supply model than the current Civ combat system. Once the soldiers and platforms exists it is more a matter of resupplying the bombs, guns, and missiles expended in war than reinventing the actual units during peactime build-ups. Arms-races are almost automatically assured and can be linked into the diplomatic models of percieved image and strength. Small changes can round-out and flesh-out the missing pieces of the game.
I do not want a beer-and-pretzels Civ but rather a more realistic game that takes some thought and challenge to be able to play on the higher levels. Re-introduce some challenge and thought process to the strategy not just stacks of tiles that have no connection to each other eccept that they fly the same banner. Link them into cohesive fighting forces of combined units giving the player more meat than more cheese.
Unless under the 'acceptable' abstracts we increase the support costs for units not deemed in-supply and stay with non-realistic your sword against my repeating rifle situations because of abstractions. Very unrealistic.
I also understand those with proven reliable work-around abstraction enabled strategies are put off by having to actually think again when they play Civ but is that not the point of making something more challenging and new and alive once again. I do not think we want to go backwards but rather forwards with the game mechanics and systems and its high time a distinction is made in between ranged and hand-to hand combat. Ranged combat revolutionized and advanced warfare strategy and tactics in its advances much more so than hand-to-hand combat ever did. It is time the game that claims to be a historically based empire builder picks up on this fact.
As always change is resisted at least initially until adpated to and then the norm has changed as well.
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