Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,000
What I meant was that the fact we were forced to make peace were more or less simulating the nation role playing. Role playing is not a gameplay feature as we mean it usually, it is not a game mechanic, even if it can be a factor of fun. I think that the question about playing 'like a nation' of 'like a player' touches this role playing part. Do I have to attack any unit as soon as I have the opportunity of it, or should I show myself more disinterested in earning an advantage of each situation regarding the arbitrary winning conditions, simulating more human feelings/peace aspiration for example? Of course, I think that giving the possibility of the two would be perfect. Don't say me it is already the case, as it could be way better, regarding both game-play (game strategies: stacks, culture influence...) and nation-play. (war orientation of Civ3 particularly in higher difficulty levels)
If you don't have the exact rules, that is precisely because Civ is not a math tool. It would not be interesting this way. It is the same reason why battles are more or less predictables. Well, the fact is that in Civ3 we can outpass this by raising the number of units involved. To go until the end of this logic, units should have been way more expensive to maintain. That is also what make me say that in Civ3 research is not THAT MUCH limited by war, except if you practice it exclusively neglecting city growth and building (ICS?), what is valuable mostly from the very start of the game.
Civ is about 'simulation of bacterias', but at a very lower scale, with only 8 civs starting with a standard map... size, strengh and complexity don't really have an opportunity to really express, unless basically, and for that reason, does not exist that much (especially complexity). Oh, and the big does not always eat the small, as AI even in Civ3 remains smart role/nation -playing wise, not systematically attacking you or another one. Though, making so could make a good challenge: a 'bacterias simulation', with the same evolutions everywhere on the globe at the same time (except for isolated areas). This would combine intense gameplay (wars, strategy..) and nation-playing, as we would consider every nation naturally aspiring to conquests.
If you don't have the exact rules, that is precisely because Civ is not a math tool. It would not be interesting this way. It is the same reason why battles are more or less predictables. Well, the fact is that in Civ3 we can outpass this by raising the number of units involved. To go until the end of this logic, units should have been way more expensive to maintain. That is also what make me say that in Civ3 research is not THAT MUCH limited by war, except if you practice it exclusively neglecting city growth and building (ICS?), what is valuable mostly from the very start of the game.
Civ is about 'simulation of bacterias', but at a very lower scale, with only 8 civs starting with a standard map... size, strengh and complexity don't really have an opportunity to really express, unless basically, and for that reason, does not exist that much (especially complexity). Oh, and the big does not always eat the small, as AI even in Civ3 remains smart role/nation -playing wise, not systematically attacking you or another one. Though, making so could make a good challenge: a 'bacterias simulation', with the same evolutions everywhere on the globe at the same time (except for isolated areas). This would combine intense gameplay (wars, strategy..) and nation-playing, as we would consider every nation naturally aspiring to conquests.