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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:17
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On another thread, although they were talking of IFPs ( http://apolyton.net/forums/showthre...&threadid=41387) I thought that delays for orders would be a nice thing:
I think I saw things like that in some model somewhere, but can't find it or a relevant thread here, so here I go:
It is unrealistic to be able to give orders fast to units (or regions) both sides of a vast empire and have them executed at once.
There should be a delay between the time an order is issued and the time it is executed.
The delay would depend on distance and information infrastructure and tech (roads, messenger pigeons, radio, satellites).
I think it is quite easy to code and could give good feedback for econ orders. It might be frustrating for military orders until we are able to give high level orders like patrol region, fight civ X, and such, so that between orders, the armies keep doing worthwhile things, but a one turn delay would probably not be too much to bear and could be put in the demo. It would also be an incentive to build infrastructure (roads) and research techs.
Does it sound OK?
I feel like it shouldn't be hard to code.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:17
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I think that this is an area where realism must bow out ot fun. If we were really simulating an ancient empire, the player would watch the army walk out the palace and not get any news about them until a messenger rides back a few years later with nes about what happened. That woud be sort of dull.
These are called "god games" for a reason. The player does have god-like precision views of the board, and the ability to communicate instantly. Its an accepted part of the genre, one that there isn't really a good reason to change.
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Blakis Maximus
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I have to agree with Richard. I don't think it would be much fun to wait around for more than one turn before your orders are implemented. You could always make it an option later on for those that do want a more realistic communication system...
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