Originally posted by Comrade Tribune
But I would be relatively confident about a rule system for 1500BC-1900AD.
One reason why I think a History Simulator needs a lot of units is the Spearman/Tank problem. Now I am not given very much to defending CivIII
, but there is a (sort of) reason why a CivIII Spearman can sometimes beat a CivIII tank: This is because the Spearman is meant to 'somehow' 'symbolize' a lot of other things like 3rd class Militia units of a much later age and even unshaved 3rd world 20th century guerillas armed with bazookas.
But I would be relatively confident about a rule system for 1500BC-1900AD.
One reason why I think a History Simulator needs a lot of units is the Spearman/Tank problem. Now I am not given very much to defending CivIII
, but there is a (sort of) reason why a CivIII Spearman can sometimes beat a CivIII tank: This is because the Spearman is meant to 'somehow' 'symbolize' a lot of other things like 3rd class Militia units of a much later age and even unshaved 3rd world 20th century guerillas armed with bazookas.
So there will always be a trade-off between beelining for VP´s and beelining for killer technologies.
This is much more reasonable than it sounds.
, it tends to be the marketing people who insist on unnecessary Fluff and thereby tie up the resources that could be used to create complex, working models, instead. Of course, if the designers themselves think like marketing people, it´s even worse.
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as possible.
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