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vee4473
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New Jersey
Feb 2000 time: 00:25
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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?
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rhofman
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Richmond, BC
Feb 2003 time: 21:25
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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.
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vee4473
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New Jersey
Feb 2000 time: 00:25
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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.
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rhofman
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Richmond, BC
Feb 2003 time: 21:25
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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.
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dowish
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Spokane WA
Nov 2001 time: 21:25
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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.
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jscott991
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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.
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rhofman
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Richmond, BC
Feb 2003 time: 21:25
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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
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Jack Frost
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"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
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Pax
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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
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auriga_m38
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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.
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delmar
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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.
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CharlesBHoff
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el paso texas
May 2002 time: 05:25
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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.
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