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Grumbold
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London, UK
Mar 2000 time: 05:22
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No computer game of this type I have played has yet managed to crack the power/growth problem. If Civ made it impossible to take over the world many fans would hate it. Even in EU where many additional obstacles are put in your path, eventually you can become a world spanning juggernaut. The only things I can think of to stop this are variations on themes built up in the old Civ boardgame and EU.
EU: Every area of the map has a culture and a religion. In civ terms these would be from the original barbarian encampments, not just which player planted the city (so razing won't eradicate them, only long term assimilation and religious conversion). The more religions and cultures within your empire boundaries, the more fragile your happiness and the weaker your economy. Bigger is still better but if things go wrong revolts can break out fast and its preferable to assimilate one or two minority factions before swallowing more. Random events can cause popularity swings leading to potential revolts at any time, so even the most stable country is not totally immune.
If that is all a little too complex, the old Civ boardgame had a simpler idea. Periodically there was a civil war threat. It only took effect if your empire was over a certain size and certain techs modified its severity.
For any of this to be popular, people have got to want to think of holding together a large empire as an achievement in itself. Back when I first started playing computer games this was not uncommon, with all sorts of games rating high scores on length of survival or average power level, where total domination of the game was impossible. Heck, even the first games like Pong and Space Invaders were based on that principle. These days all the FPS, RTS and TBS make shooting every opponent or conquering the whole map practically obligatory.
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Alex
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Brasil
Mar 1999 time: 02:22
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quote: Originally posted by Grumbold
The skill is in expanding at the right rate, not just as fast as your military can expand. Think of Ancient Rome - its legions were split between expanding their territory, keeping the conquered provinces loyal and fighting civil wars when one emperor died without a clear successor or a general became too popular and got greedy. I actually find that sort of thing far more interesting than just min/maxing a swordsman rush.
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I do agree with the concept of civil wars. I would also like to see it implemented. But there is a problem: considering the current civ3 version we have, it would be a torture to play a micromanagement game without the micromanagement information we need. So the game would have to sport new concepts and much more information to the player, in order to make the "keep your pop in line" type of gameplay vivid and fresh all the time.
That is why I understand your reference to EU. It is a game richer than any game of the civ series, because there is a lot of things going on all the time: complex diplomacy, religion, attrition, commodities, demand and supply, loyalty... Devoid of these complexity, Civ3 is now a fun "conquer the world" type of game, because it focus on the grand scheme of things. And this inevitably carries a sense of grandiosity that must be fulfilled by the epic tale of a leader that builds an empire to rule the world. 
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