The last two games ive bought and played are Moo2 and Settlers2.
Some interesting parallels.
I came to Moo2 having played Civ2 and Smac, games with complex govt/happiness models.
Moo2's govt and happiness models are simple. Instead it emphasizes the core of a TBS 4x - research, buildings, units, and combat. In particular the combat is notable - epic fights between flights, with a wide array of special weapons, counters, etc.
Yet Moo2s combat is vaguely unsatisfying - the epic battles are in 2d, despite being space battles, and the dimensions are unrealistic - the width of a lined up fleet easily exceeds the opening distance between opposing fleets. One asks, for this I gave up the a relatively complex political/social model?
I came to Settlers from more typical citybuilders, like Simcity, Caesar3, 1602. All of which have complex luxury/happiness model. S2 has no happiness model, and the only lux seems to be the need for beer to build soldiers. S2 compensates with (aside from its odd combat/territory model) a more complex, more detailed economic model. Yet - the economic model has no housing, no need for food except for miners, and road systems that tend toward the bizarre. For this I gave up a standard citybuilder happiness/luxury model?
Two unique games, to be sure, but one of their principle contributions is to confirm the wisdom of the more mainstream games in their respective genres (i note that many may consider Moo2 quite mainstream)
Some interesting parallels.
I came to Moo2 having played Civ2 and Smac, games with complex govt/happiness models.
Moo2's govt and happiness models are simple. Instead it emphasizes the core of a TBS 4x - research, buildings, units, and combat. In particular the combat is notable - epic fights between flights, with a wide array of special weapons, counters, etc.
Yet Moo2s combat is vaguely unsatisfying - the epic battles are in 2d, despite being space battles, and the dimensions are unrealistic - the width of a lined up fleet easily exceeds the opening distance between opposing fleets. One asks, for this I gave up the a relatively complex political/social model?
I came to Settlers from more typical citybuilders, like Simcity, Caesar3, 1602. All of which have complex luxury/happiness model. S2 has no happiness model, and the only lux seems to be the need for beer to build soldiers. S2 compensates with (aside from its odd combat/territory model) a more complex, more detailed economic model. Yet - the economic model has no housing, no need for food except for miners, and road systems that tend toward the bizarre. For this I gave up a standard citybuilder happiness/luxury model?
Two unique games, to be sure, but one of their principle contributions is to confirm the wisdom of the more mainstream games in their respective genres (i note that many may consider Moo2 quite mainstream)
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