Originally posted by Drachasor
As such I like modeling them as simply smaller civs that basically never expand. They'll build some units, some improvements, and maybe 1 or 2 cities (all civs should only start with 1 city), but at a very slow pace and they'll never get more than 3 cities.
As such I like modeling them as simply smaller civs that basically never expand. They'll build some units, some improvements, and maybe 1 or 2 cities (all civs should only start with 1 city), but at a very slow pace and they'll never get more than 3 cities.
1) If you can create a game that will run quickly enough to be playable that has perhaps twice the minor civs as it does major civs, and the minor civs are almost exactly like the major ones, then why not just design a gam with three times the major civs and no minors?
Basically, if you can spare the computer power to run that many civs, why not simply drop the distinction and let all civs expand until they run out of room. The big guys and little guys will be differentiated the same way they always have been.
Now, as much as that sounds awesome, it brings up my second point:
2) Stripping Minor Civs of many of the Civ trappings means less to deal with on the geo-political stage.
Remember how hard it is to keep track of just 16 civs with diplomacy and trade in Civ 3.
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