I think Fundamentalism as the instant choice for so many scenario makers is the result of Steve Strayer back in 1998 with the Fascist Patch. Since then it has become almost text book to use Fundamentalism because of the slot which allowed 'Storm Troopers' rather than 'Fanatics'. I personally believe Strayer has himself influenced Civilization: Call to power, which gave Fascism a unique unit, the stormtrooper. This came out years after the original Fascist patch, and is testimony to how game companies look and listen to their customers; Paradox Entertainment that gave us the glorious Hearts of Iron is a good example, where the ideas & opinions of the actual players help craft the sequel.
The only reason Fundamentalism has always been a favorite is because of the option to have 'Storm Troopers'. But today we need to remember that things like 'storm troopers' matter very little, since we already make it a common factor of our scenarios that each nation is given their own individual units anyway. But by clinging to text book methods, we've neglected the important role that Government could play in a scenario, looking more towards individual units, events that can simulate history or other cool 'effects' within the game. But Government plays a very important factor in the standard game; there are different ways of playing for a Communist Government and a Democratic one.
When we take into consideration the important role government has on the game, we can then begin to implement some truly wonderful ideas with city improvements and wonders; Suppose National Socialism as a government replaces republic, if we wanted to make a WW2 scenario where war affects the populace at home; wonders like 'Total War' that put a police station in each city would be things that the different powers would all be fighting for, if democracy and republic were the governments that everyone used.
People look at Government in civilization and simply see the original name, and then adapt a government with 'similar tactics'. The name means nothing; it's how you portray the game through the rules.
The only reason Fundamentalism has always been a favorite is because of the option to have 'Storm Troopers'. But today we need to remember that things like 'storm troopers' matter very little, since we already make it a common factor of our scenarios that each nation is given their own individual units anyway. But by clinging to text book methods, we've neglected the important role that Government could play in a scenario, looking more towards individual units, events that can simulate history or other cool 'effects' within the game. But Government plays a very important factor in the standard game; there are different ways of playing for a Communist Government and a Democratic one.
When we take into consideration the important role government has on the game, we can then begin to implement some truly wonderful ideas with city improvements and wonders; Suppose National Socialism as a government replaces republic, if we wanted to make a WW2 scenario where war affects the populace at home; wonders like 'Total War' that put a police station in each city would be things that the different powers would all be fighting for, if democracy and republic were the governments that everyone used.
People look at Government in civilization and simply see the original name, and then adapt a government with 'similar tactics'. The name means nothing; it's how you portray the game through the rules.
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