Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Master of Orion III > MOO3-General/Help/Multiplaying > The Foundation Principle: Empires should die
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
15.Sep: NOT PLAYED, `DIDN`T MISS ANYTHING`
08.Sep: A `TRAGEDY` FOR THE FRANCHISE
29.Jul: MADE A MISTAKE, `WG` SAYS
CivGroups
Apolyton Storywriters' Guild (56): Not a Member - Join

bottom of page
  - MASTER OF ORION 3 (US) $29.99 - MASTER OF ORION 3 (UK) £24.99 - MOO3 STRATEGY GUIDE (US) $13.99 - MASTER OF ORION 2 $9.99
Author
Thread   
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
vee4473 is offline vee4473
Prince
New Jersey
Feb 2000
time: 00:25
  Old Post 08-02-2003 07:39
Edit/Delete Message Reply w/Quote
#61 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

quote:
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.



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?

rhofman is offline rhofman
Warlord
Richmond, BC
Feb 2003
time: 21:25
  Old Post 08-02-2003 08:03
Edit/Delete Message Reply w/Quote
#62 Report this post to a moderator
Increase Your PM Length

I don't think your being ridiculous but it does seem simplistic.

Some of the best games played in both civ and moo series have been when the tech levels are close and military conquest just isn't possible. Defensive technologies can force entrenchment and other methods of victory must be employed. I agree that military conquest is the simplist (if not the fastest) way to win these games. Being able to alter stratagies both increases the enjoyment and longevity of a game. It's six years later and I still play MOO2.

On the point of great games based on diplomacy, social and political factors your right that is not civ or moo, but such a game would have to remove contol of military and technology elements. If they aren't removed they will dominate play. Look at history, nobody remembers the social and political circumstances that led to most conflicts. They remember the waring factions, battles and to less of an extent the technology involved.

vee4473 is offline vee4473
Prince
New Jersey
Feb 2000
time: 00:25
  Old Post 08-02-2003 08:04
Edit/Delete Message Reply w/Quote
#63 Report this post to a moderator
Browse Apolyton AD-FREE

oh, i also think that sikander's preference of simulating the internal power struggles and dissent within an empire changes the established theme of the moo or civ games from "your empire against theirs" to "your empire against your empire".

and i agree that this would make a very interesting game indeed!

However, i still maintain that this type of detailed simulation would dramatically change the type of game that moo and civ have established themselves as.
Because, although these games have always had internal unhappiness and minimal foreign diplomacy as a part of the game, they always had the overwhelming theme of "advance or die" at the core.

that is my only point.

perhaps a new game that is designed around day to day politcal and social factors is in order, but i'm not sure that changing moo or civ in such a dramatic way is a good thing.

perhaps it is, and if i played it , maybe i would love it.

who knows...

vee4473 is offline vee4473
Prince
New Jersey
Feb 2000
time: 00:25
  Old Post 08-02-2003 08:19
Edit/Delete Message Reply w/Quote
#64 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:
Originally posted by rhofman
I don't think your being ridiculous but it does seem simplistic.

Some of the best games played in both civ and moo series have been when the tech levels are close and military conquest just isn't possible. Defensive technologies can force entrenchment and other methods of victory must be employed. I agree that military conquest is the simplist (if not the fastest) way to win these games. Being able to alter stratagies both increases the enjoyment and longevity of a game. It's six years later and I still play MOO2.

On the point of great games based on diplomacy, social and political factors your right that is not civ or moo, but such a game would have to remove contol of military and technology elements. If they aren't removed they will dominate play. Look at history, nobody remembers the social and political circumstances that led to most conflicts. They remember the waring factions, battles and to less of an extent the technology involved.


good points!

my main point is that moo and civ have military advancement at the heart, so no matter what kind of great diplomat you are, an empire with a fleet of doomstars will cancel your ass out if you don't have the tech to counter them.

but you said it yourself...the best games are when tech levels are close...

meaning you have NO CHOICE but to advance or die...

because if you play against a guy in MP who is of the conquer mentality, no matter what you say to him, he WILL kill you.

It seems that some want to convert moo into a gamew that keeps the militaristic tech advancements in place but also adds a detailed internal politcial simulation.

like i said , sounds interesting. but, wow, that would be a detailed game!

and be as stressful as leading the free world.

i might go gray overnight.

rhofman is offline rhofman
Warlord
Richmond, BC
Feb 2003
time: 21:25
  Old Post 08-02-2003 10:33
Edit/Delete Message Reply w/Quote
#65 Report this post to a moderator
Support Apolyton buy from Amazon

I don't think you can get around the "advance or die" even in an internal empire struggle. Any game that has long term goals or ambitions (long term meaning the underlying circumstances can change) will require a "winning" party to advance in tactics and/or technology. If you know what your enemy is capable of you can counter (baring major differences in ability).

If my point above is true (willing to consider it's not) then that would be very restrictive on a strictly "short term" game.

An example to illustrate. Humanity would be the empire in MOO context. Let's add that the UN is the undisputed dominant political structure (never happen but that's another argument). A short term internal struggle would be for the leadership of the UN. The month or two run-up to the election would restrict the amount of change that will occur on earth. A long term internal struggle could take the form of secularism versus religious doctrine. I think this translates very well to today's very real struggles. Technology and military will play very important roles along side social and political movements.

Try to find a scenario that is short term and would be interesting to play more than a couple of times.

vee4473 is offline vee4473
Prince
New Jersey
Feb 2000
time: 00:25
  Old Post 09-02-2003 01:51
Edit/Delete Message Reply w/Quote
#66 Report this post to a moderator
Get a bigger avatar today!

not to mention that the ai is hard wired into attacking all the time unless you bow to their demands or unless you have a decent military.

also, the fact that moo2 let you tactically control space battles right down to which weapon to shoot and how much of an arc the weapon had as it's range, kinda shows that they wanted to present combat and war as a very very big part of the game.

i was reading in the galciv forum and i believe one of the developers for that game said that combat in galciv is more like in civ, one side wins, one loses. No tactical control or anything, because he said it was about controlling an empire, not individual battles.

Perhaps galciv will have a deeper social sim for those looking for that.

galciv could be the way to go, im leaning towards it instead of moo3 anyway.

rhofman is offline rhofman
Warlord
Richmond, BC
Feb 2003
time: 21:25
  Old Post 09-02-2003 05:09
Edit/Delete Message Reply w/Quote
#67 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

I think the alien empire aspect is not as in depth as in galciv. Admittedly I haven't read much on it but I think that win/lose is too basic an outcome. Reading the AAR's suggests that there is a fair amount of destruction to the victors task forces in MOO3. Reduced combat effectiveness after every (moderately sized) battle is an appealing advance over past 4x games. I'm only going for one and that is MOO3, no doubt. (I like the combat aspects.)

dowish is offline dowish
Settler
Spokane WA
Nov 2001
time: 21:25
  Old Post 09-02-2003 05:33
Edit/Delete Message Reply w/Quote
#68 Report this post to a moderator
Put an end to popups!

I do like the idea of empires rising an falling and have always wished it was included in games like civ. It would make it a lot more interesting to play. It would need to be a differant style of game though. My thought is that it would have to be more civilization based than civ, more general. For instance, you would be the leader of Western Civilazation. You would then set up nations and empires to advance western civilazation. Sort of like how the Greeks rose to power, but then fell and the romans replaced them only to be replaced by the holy roman empire that was replaced by the 5 great powers, then by the U.S./NATO, etc.

jscott991 is offline jscott991
Chieftain

Jan 2003
time: 05:25
  Old Post 09-02-2003 05:51 Visit jscott991's homepage!
Edit/Delete Message Reply w/Quote
#69 Report this post to a moderator
Avatar Enlargement: We've got the solution

Galciv looks interesting and I might end up buying this summer, when the price is down and MOO3 is all played out (which hopefully will take at least until then), but I don't think it looks like it will be anymore indepth than MOO3. I would venture to say that MOO3 will probably be the more detailed empire simulator, even if its focus has shifted from Emrich's model to the more dumbed down, appeal to RTS and casual Civ gamer model we're probably going to get.

Harry Seldon is offline Harry Seldon
King
Birmingham, AL
Oct 2002
time: 05:25
  Old Post 09-02-2003 06:00
Edit/Delete Message Reply w/Quote
#70 Report this post to a moderator
Support Apolyton or Terrorists Win

I think GalCiv holds truer to Emrich's model than MOO3. The diplomatic and social aspects in GalCiv are deeper than MOO3, and while there's no IFP in GalCiv, MM has been mostly removed to focus on the grand strategy of the game. I'll be buying MOO3 when it comes out, but I'll also be getting GalCiv. Unless MOO totally kicks *ss, you'll probably find my copy at Software Replays.

vee4473 is offline vee4473
Prince
New Jersey
Feb 2000
time: 00:25
  Old Post 09-02-2003 06:07
Edit/Delete Message Reply w/Quote
#71 Report this post to a moderator
Get a bigger avatar today!

it sounds like moo3 will have quite a bit of depth in all areas.

i just read this on the news section of yahoo finance after checking ig's stock. i'm sure some of you have seen this already. the third paragraph is what i'm talking about.

maybe those of you clamoring for an in depth empire social/political simulation will get it after all.

i'm still hoping galciv is better.

here's the yahoo link
http://biz.yahoo.com/bw/030124/242237_1.html





And, as for this notion that people who like RTS games are somehow more stupid than those who play TBS games...gimme a break.

It's not a one or the other type of thing.

They are 2 distinct types of games, both having great qualities and enjoyment.

It is possible to enjoy a somewhat detailed TBS game and at the same time enjoy warcraft, starcraft, Earth 2150 etc...

and RTS games require just as much strategy and thought as TBS games, just in a different way.

anyway, i'm just getting sick of people equating those who like RTS or FPS games with dumbed down retards who just aren't on "my level of gaming intellect"

rhofman is offline rhofman
Warlord
Richmond, BC
Feb 2003
time: 21:25
  Old Post 09-02-2003 08:38
Edit/Delete Message Reply w/Quote
#72 Report this post to a moderator
Enter the AD-FREE zone

I don't think we have enough info to judge which is more in depth in diplomatic or social respects. Does somebody know of anyone who's played both? (if anyone has access to galciv)

Last edited by rhofman on 09-02-2003 at 11:30

Jack Frost is offline Jack Frost
Chieftain

Jan 2003
time: 05:25
  Old Post 09-02-2003 21:48
Edit/Delete Message Reply w/Quote
#73 Report this post to a moderator
Support Apolyton, buy Call to Power 2

"meaning you have NO CHOICE but to advance or die..."

I hate to say this, but that isn't a flaw in these games. It is actually how the world works. If you look at history, if a people stoped advancing they were either conquered, collapsed, or were doomed to irrelivence.

As much as I think that social dynamics and diplomacy is interesting, I don't see how these factors can be accuratly modelled without military conquest.

Again, like it or not. Technology and military power have always walked hand in hand, from the days of the cave man - without the ability to make tools we would have never made it to the top of the food chain, and would never have been able to form the empires we're speaking of.

Not to mention, it'd be almost impossible to properly model the nuance of diplomacy and the inheriant irrationality and intrigues that happened in real life with AI thats on the level of anything we have currently seen.

Further, it wouldn't be fun. You need to be interacting with other humans for diplomacy to be really colorful. For anyone who ever played any kind of RTS FFA with diplomacy, just putting a human at the controls, and allowing chat can allow for some very interesting, very challenging diplomatic situations.

You can't have a political model without warfare. You can't have warfare over a long scope without technology. And with warfare, and technology in a large scope, you will end up with a game like Civ or Moo.

Last edited by Jack Frost on 09-02-2003 at 21:55

Pax is offline Pax
Chieftain

Feb 2003
time: 05:25
  Old Post 13-02-2003 21:23
Edit/Delete Message Reply w/Quote
#74 Report this post to a moderator
Got spare money?

Foundation and Empire
Proposal: If we enter the idea the colonies can revolt for different reasons.
Similar to what the people at Galciv are working on. Maybe the planets can have some type of Representation. Allowing them to petition you on certain issues and if you don't respond enough, and the planets are close(i.e. in the same region), and there is a leader available, they revolt and form a seperate empire. You do get warnings in the form of protests/demonstrations

auriga_m38 is offline auriga_m38
Settler

Jan 2003
time: 05:25
  Old Post 13-02-2003 22:53
Edit/Delete Message Reply w/Quote
#75 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I think all these ideas of modelling empire decline in some way are very interesting, but I do agree with others here that any detailed implementation of it into the MOO series would significantly change the type of game it is.

It's also very easy to talk about these ideas as abstract concepts, but once you get down to the nuts and bolts and details on how these concepts will manifest themselves in a game itself - it gets pretty darn difficult. Especially taking into account play-balancing and coding the AI to handle it.

Pax is offline Pax
Chieftain

Feb 2003
time: 05:25
  Old Post 14-02-2003 00:23
Edit/Delete Message Reply w/Quote
#76 Report this post to a moderator
Increase Your PM Length

This game is for people who have an interest in
1. strategy
2. sci-fi
3. history

It goes without saying that we would like concepts from some of our favorite books/movies incorporated into this game.
As the consumer, it is for us to request all the options we want in a game. Not to worry about how hard it is do.
It is the job of the designer’s(Seller) to get as many options as possible into the game and make it balanced, playable and enjoyable.

delmar is offline delmar
Prince

Nov 2002
time: 21:25
  Old Post 14-02-2003 05:14
Edit/Delete Message Reply w/Quote
#77 Report this post to a moderator
Help yourself to an AD-FREE life

I too think that the fact that you can reach a critical mass after which you are unstoppable is a disappointing attribute of these games. I would like to mention though that I see a single fundamental reason for this: the AI is lame.

At least this has been my experience with Civ3. If you play PtW against 3 humans, and you have say 50% of the land, while the other 3 have significantly smaller but well developed empires, there is no way you are going to win by sheer military power. In fact you will have a hell of a time to win at all, unless you have a very loyal ally.

Let me also add that corruption goes a long way in ensuring this, therefore I think it is an excellent feature in the game.

CharlesBHoff is offline CharlesBHoff
Prince
el paso texas
May 2002
time: 05:25
  Old Post 19-02-2003 15:25
Edit/Delete Message Reply w/Quote
#78 Report this post to a moderator
Support Apolyton

I hate to say that the contant roman cival war in the 3rd century cause roman to debase their coinage system of gold
and silver by putting less gold and silver in their coins. This lead to inflation which weakness the ecomony. One roman emporue try to fight this inflation with fix prices and cost on everything under the penly of death and that didnot work.
Then he pass than law saying you have to stay at your familty occupation or job even it you where loseing money doing so under the pently of death. The tax burdon and the debase money utter destory the backbone of any empire of
civilateion the middle class.

 
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:25.
Apolyton Time is 00:25.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0749 seconds (91.81% PHP - 8.19% MySQL) with 44 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net