This thread is directed at those looking for real strategy or simulation games. If you like RoN the way it is, don't read this.
Anytime a game has what I call a "false artifice", you can be sure that something less than true strategy was implemented in the game design.
A false artifice is an artificial, arbitrary restriction on a game class that bears little if any relation to realism. An example of a false artifice in RoN is the "Pop Limit", which maxes out at around 250 units per side. There are many other false artifices in RoN as well, this is just the most obvious one.
I'm going to focus on the pop limit in this discussion, but this could be equally extended to other false artifices in this game, or other games.
The pop limit was most likely put into the game due to technical constraints. People who mod the rules xml to increase the limits note massive graphics slowdowns.
The amount of population a civilization can support is limited by, among other things, the amount of food it can deliver. Since there are no "maintenance costs" of any kind in RoN, there had to be a way to limit the number of units created from a strategy point of view. That this was also necessary from a technical point of view was all to the good from a marketing and business standpoint. None of this has anything to do with realism, or strategy however. Hence, for a strategy gamer, one must be wary of such false artificies as indicative of design that is focussed more on gameplay than realism. For some strategy gamers, too many false artifices destroys the value of the game even if it is emminently playable.
I believe a better design solution would have been to incorporate maintenance costs for all units that took a certain amount of food per processing cycle. Thus, if a player wanted to sacrifice expansion for the maintenance of a huge army, he could do that. Maintenance costs would have resulted in a "constraint of realism", rather than some false, arbitrary number -- and for the class of gamers I'm addressing here would have made it a better game.
If this idea were combined with much more costly tech increases (or a toggle for same) that made each epoch last a couple of hours (instead of a couple of minutes), strategy gamers would be able to explore the full depth of tactics in each epoch balanced by their own economic and military choices -- all free of artificial constraints.
Anytime a game has what I call a "false artifice", you can be sure that something less than true strategy was implemented in the game design.
A false artifice is an artificial, arbitrary restriction on a game class that bears little if any relation to realism. An example of a false artifice in RoN is the "Pop Limit", which maxes out at around 250 units per side. There are many other false artifices in RoN as well, this is just the most obvious one.
I'm going to focus on the pop limit in this discussion, but this could be equally extended to other false artifices in this game, or other games.
The pop limit was most likely put into the game due to technical constraints. People who mod the rules xml to increase the limits note massive graphics slowdowns.
The amount of population a civilization can support is limited by, among other things, the amount of food it can deliver. Since there are no "maintenance costs" of any kind in RoN, there had to be a way to limit the number of units created from a strategy point of view. That this was also necessary from a technical point of view was all to the good from a marketing and business standpoint. None of this has anything to do with realism, or strategy however. Hence, for a strategy gamer, one must be wary of such false artificies as indicative of design that is focussed more on gameplay than realism. For some strategy gamers, too many false artifices destroys the value of the game even if it is emminently playable.
I believe a better design solution would have been to incorporate maintenance costs for all units that took a certain amount of food per processing cycle. Thus, if a player wanted to sacrifice expansion for the maintenance of a huge army, he could do that. Maintenance costs would have resulted in a "constraint of realism", rather than some false, arbitrary number -- and for the class of gamers I'm addressing here would have made it a better game.
If this idea were combined with much more costly tech increases (or a toggle for same) that made each epoch last a couple of hours (instead of a couple of minutes), strategy gamers would be able to explore the full depth of tactics in each epoch balanced by their own economic and military choices -- all free of artificial constraints.
Comment