Originally posted by Sikander
(emphasis above is mine - sik)
This is ridiculous on its face. Civ goes from the first agricultural states all the way to human colonization of other star systems. Its scope is larger than all of human history to this point. It is not about short term conquest (though for some bizarre reason a lot of people like to play it that way), which is why even though it is one of the worst wargames ever coded for the pc people still love it. MOO is the same scale game, except it begins just at the dawn of space travel and continues until the galaxy is dominated by one power. It is a better wargame (I'm talking MOO2 here, I haven't seen MOO3 yet!), but it still spends most of its effort being an economic, diplomatic and technology driven endeavor.
I'm all for an empire simulator that spends some effort making the player deal with the problems of empire. As has been stated at length above, most of these problems do not come in the form of incompetently led troops from outside the empire, but from power struggles within the empire. Read some history and you will find that troops are deployed far more often against internal opposition than external. And that is just the troops, an enormous amount of energy is spent deciding internal policies as well. Interstate warfare and diplomacy pale in comparison, though when they flare up they can be decisive factors also.
(emphasis above is mine - sik)
This is ridiculous on its face. Civ goes from the first agricultural states all the way to human colonization of other star systems. Its scope is larger than all of human history to this point. It is not about short term conquest (though for some bizarre reason a lot of people like to play it that way), which is why even though it is one of the worst wargames ever coded for the pc people still love it. MOO is the same scale game, except it begins just at the dawn of space travel and continues until the galaxy is dominated by one power. It is a better wargame (I'm talking MOO2 here, I haven't seen MOO3 yet!), but it still spends most of its effort being an economic, diplomatic and technology driven endeavor.
I'm all for an empire simulator that spends some effort making the player deal with the problems of empire. As has been stated at length above, most of these problems do not come in the form of incompetently led troops from outside the empire, but from power struggles within the empire. Read some history and you will find that troops are deployed far more often against internal opposition than external. And that is just the troops, an enormous amount of energy is spent deciding internal policies as well. Interstate warfare and diplomacy pale in comparison, though when they flare up they can be decisive factors also.
I understand fully that civ and moo try to simulate society from early to late stages. for petes sake
moo does a better job because it doesn't make each turn skip 20 years.
civ does, so if you want to make such a deep simulator on the level that your speaking of, you need to make each turn be less than a year. maybe a month?
perhaps going down to the day?
where you control day to day senate meetings?
making each turn skip 20 years at the start proves that the developers of civ had no intention to get too deep into any type of real social simulation in the early game.
they wanted you to advance fairly quickly, then slowed the turn rate down as the game progressed.
and that is how the game is played by all. advance as quickly as possible or be crushed.
whether you agree with this or not, i think this is how the civ games are designed.
they are not designed for detailed social or political simulation.
i don't think moo is either, otherwise why the strong focus on tech advancement?
if you don't get the advanced tech and weapons in moo, then you can write yourself off.
i still think these games were always designed for advancing technologically in order to crush your foes militarily, with the other victory conditons (diplomatic, space etc.) being a secondary challenge for those tired of the race towards military dominance.
But, to make a great game based on diplomacy and social and political factors is different from the genre established by civ and moo i think.
that would be great, i certainly agree, but out of line with these games' already established methods of play.
is that ridiculous on its face?
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