Is the upcoming civ-3 game going to be a captivating strategy-game, or a world-history simulator? If its suppose to be the latter; i belive that these guys at Firaxis *never* is going to finish that game.
The problem is that the real-life world is a rather complex and contradictive place, to say the least:
- One cannot say that big population *always* means military strong - look at 19:th century China.
- One cannot say that small population *always* means military weak - look at modern Israel.
- One cannot say that plenty natural resources *always* means industrially strong - look at Russia.
- One cannot say that meager natural resources *always* means industrially weak - look at Japan.
- One cannot say that bigger land-area *always* means more people - look at Russia: 146 mio.
- One cannot say that smaller land-area *always* means fewer people - look at Indonesia: 225 mio.
- One cannot say that big country/population *always* means financially strong - choose a big overpopulated third-world country of your pick.
- One cannot say that small country/population *always* means financially weak - look at 17th century Netherlands/ the minor oilstates.
What im trying to say is if Firaxis have come up with a really good and well-balanced idea in how to make minor empires an equally (or almost equally) appealing alternative as building bigger empires (solving BAB) - you can bet theres always someone there that says:
No, thats not historically correct. No, thats not this consistent with this real-life example!
The fact is Firaxis cannot squeeze a real-life world of parameters into that game. Thats just aint gonna happen. Now, as far as possible i want both real-life consistency and well-balanced game-play...
But, if push comes to shove; whats most important?
1/ Captivating well-balanced game-play must ALWAYS be more important then real-world consistency.
2/ I cant help being ANNOYED if i find compare-flaws between Civ-3 and historic/modern reality.
Make your vote!
[This message has been edited by Ralf (edited October 23, 2000).]
The problem is that the real-life world is a rather complex and contradictive place, to say the least:
- One cannot say that big population *always* means military strong - look at 19:th century China.
- One cannot say that small population *always* means military weak - look at modern Israel.
- One cannot say that plenty natural resources *always* means industrially strong - look at Russia.
- One cannot say that meager natural resources *always* means industrially weak - look at Japan.
- One cannot say that bigger land-area *always* means more people - look at Russia: 146 mio.
- One cannot say that smaller land-area *always* means fewer people - look at Indonesia: 225 mio.
- One cannot say that big country/population *always* means financially strong - choose a big overpopulated third-world country of your pick.
- One cannot say that small country/population *always* means financially weak - look at 17th century Netherlands/ the minor oilstates.
What im trying to say is if Firaxis have come up with a really good and well-balanced idea in how to make minor empires an equally (or almost equally) appealing alternative as building bigger empires (solving BAB) - you can bet theres always someone there that says:
No, thats not historically correct. No, thats not this consistent with this real-life example!
The fact is Firaxis cannot squeeze a real-life world of parameters into that game. Thats just aint gonna happen. Now, as far as possible i want both real-life consistency and well-balanced game-play...
But, if push comes to shove; whats most important?
1/ Captivating well-balanced game-play must ALWAYS be more important then real-world consistency.
2/ I cant help being ANNOYED if i find compare-flaws between Civ-3 and historic/modern reality.
Make your vote!
[This message has been edited by Ralf (edited October 23, 2000).]
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