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Bleyn
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It's a nice idea but MOO3 showed what can happen if these sorts of concepts are not very, very carefully thought out before and during implementation.
MOO3 was supposed to have a system like this where you could only give so many orders in a turn. In early playtests they learned that it just wasn't fun. And that system got yanked. Unfortunantly, even now it suffers from some remnants of that early system. There are areas where you literally can't tell your people to do certain things in relation to planet development. You can only watch and hope that the AI will do it. And its not very fun.
One of the lessons I hope 4X TBS game designers take out of MOO3 is that while TBS players complain about having to micromanage, and want to see well developed games where we don't have to micromanage, we still want to be able to micromanage. Not being able to micromanage something is like being very thirsty and in a room with the heat cranked and having a pitcher of ice water sitting out of reach behind a glass partition. If I can't get at it and do something, I don't even want to see it.
I will admit that I would love to a return of the old Civ1 random disasters and their kin, but I'm not sure how receptive many players would be to the errors thing.
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