Originally posted by kalbear
In short, you have the option to use it or not. You can give them hints as to how you want the world built, let them manage it on their own, or do whatever you like in between. It's up to you.
In short, you have the option to use it or not. You can give them hints as to how you want the world built, let them manage it on their own, or do whatever you like in between. It's up to you.
I want the game to simulate friction:
'Everything is very simple in war, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen war. Suppose now a traveller, who towards evening expects to accomplish the two stages at the end of his day’s journey, four or five leagues, with post-horses, on the high road -- it is nothing. He arrives now at the last station but one, finds no horses, or very bad ones; then a hilly country, bad roads; it is a dark night, and he is glad when, after a great deal of trouble, he reaches the next station, and finds there some miserable accommodation. So in war, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark. A powerful iron will overcomes this friction; it crushes the obstacles, but certainly the machine along with them. We shall often meet with this result. Like an obelisk towards which the principal streets of a town converge, the strong will of a proud spirit stands prominent and commanding in the middle of the art of war.
Friction is the only conception which in a general way corresponds to that which distinguishes real war from war on paper. The military machine, the army and all belonging to it, is in fact simple, and appears on this account easy to manage. But let us reflect that no part of it is in one piece, that it is composed entirely of individuals, each of which keeps up its own friction in all directions. Theoretically all sounds very well: the commander of a battalion is responsible for the execution of the order given; and as the battalion by its discipline is glued together into one piece, and the chief must be a man of acknowledged zeal, the beam turns on an iron pin with little friction. But it is not so in reality, and all that is exaggerated and false in such a conception manifests itself at once in war. The battalion always remains composed of a number of men, of whom, if chance so wills, the most insignificant is able to occasion delay and even irregularity. The danger which war brings with it, the bodily exertions which it requires, augment this evil so much that they may be regarded as the greatest causes of it.
This enormous friction, which is not concentrated, as in mechanics, at a few points, is therefore everywhere brought into contact with chance, and thus incidents take place upon which it was impossible to calculate, their chief origin being chance. As an instance of one such chance take the weather. Here the fog prevents the enemy from being discovered in time, a battery from firing at the right moment, a report from reaching the general; there the rain prevents a battalion from arriving at the right time, because instead of for three it had to march perhaps eight hours; the cavalry from charging effectively because it is stuck fast in heavy ground.' -Clausewitz: On War
A Computer Strategy Game would be able to simulate this concept, but none do. I had hoped for Moo3 to be the first. But it was not to be, because, apart from Emrich and Stormhound, no one else at QS understood the WHYs of the original design.
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