I hope that, in chasing our goal of allowing the 'game engine' to help in this or that field, we leave enough leeway that the player has to do *some*thing. He can make it better -or try- and maybe screw it up.
If for example, we take all food production out of the hands of the player, he will never have to face that decision of guns v. butter, because the pop will always produce enough butter.
If the population "does" the researching, with the player able to add only incremental improvements in this or that area... how can he blunder down the wrong path?
Or, if we take all the military logic out of the player's hands by letting him say "Go forth and conquer", why, what is there for him to succeed at? or screw up, for that matter?
If the player selects all the "game AI assists" is his civ "just another AI civ" ?
If for example, we take all food production out of the hands of the player, he will never have to face that decision of guns v. butter, because the pop will always produce enough butter.
If the population "does" the researching, with the player able to add only incremental improvements in this or that area... how can he blunder down the wrong path?
Or, if we take all the military logic out of the player's hands by letting him say "Go forth and conquer", why, what is there for him to succeed at? or screw up, for that matter?
If the player selects all the "game AI assists" is his civ "just another AI civ" ?
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