Originally posted by yellowdaddy
I couldn't disagree more if i tried (not that I'm trying).
I've already made the case quite thoroughly (snip)
I couldn't disagree more if i tried (not that I'm trying).
I've already made the case quite thoroughly (snip)
1. i think each language should be researched like a technology, and translators should be a resource like engineers or soldiers - discuss!
2. pan-nationalism (snip)
3. languages should provide bonuses or handicaps for negotiations, espionage, cultural conquest, pacifying an enemy.
4. language should be a fetaure of an EG which increases it's potential for insurgency/trerrism, and seperatism, and colluding with an enemy.
2. pan-nationalism (snip)
3. languages should provide bonuses or handicaps for negotiations, espionage, cultural conquest, pacifying an enemy.
4. language should be a fetaure of an EG which increases it's potential for insurgency/trerrism, and seperatism, and colluding with an enemy.
2 is already planned to be covered by the etnicity model. Not perhaps as well as language would do it, but good enough. Same for 3. Same for 4.
So where is the persuasive case? Remember, everything we add complicates the game and the programming needed to make it happen. Nothing above seems to me to be sufficiently important to justify explicit inclusion of language. Remember, we are designing a Game, not a Real-World Simulator, so something being important in the RW is not sufficient reason to include it in Clash. In the fullness of time it may be worth doing language, but that is probably more a Clash 2.0 thing. That factor will tend to make peoples' responses to you on the topic pretty curt. Sorry, but that's just the way it goes. . .
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