the "once and for all!" topic

Pro is a good trait. I don't mind playing Pro/something other nice with a bad UU.



Ooooh ;) We're getting tense?



That, my good man, is a rubbish argument. Wodan's argument is still viable. No matter that players move at the same time, the one player still have to wait for the other to move. You aren't moing your musketman again, you're moving dozens of different units once.

Diamond, you're misunderstanding my argument. I'm not saying his argument isn't viable - in fact, I think he's made an excellent point which is probably the defining difference between RTS and TBS. What my point was from the beginning was that there are meaningful ways to compare them. With that in mind, the argument you're calling "rubbish" is stating that, despite this clear difference (IE - wait for the other player between turns), there are large segments of a TBS (Civ, in this case) which play very much like a real time game. My point has been, and is, that RTS and TBS are very often different faces of the same beast.

Let's face it - in a multiplayer game of Civ with simultaneous moves on, for the duration of a turn, you're moving and acting very much like you would in an RTS. In spite of this, there is the clear difference that the turn end marks the point everyone waits for, so Wodan's point is an excellent one. With that in mind, there are large segments of Civ which move like an RTS.

If it is the case that within the turn, Civ does have such notable similarities to an RTS that two players can essentially operate in real time against each other within their turn, exactly how can one make the case that there are no meaningful grounds for comparison?

Consider it. Apart from the turn marker which everyone waits for, the way the turns play out is very much like a slice of time taken from an RTS. TBS seems to control pacing more than anything else - IE, one player who is quicker can't drastically outpace another player. Am I dead wrong, and totally missing that a time slice from an RTS is very similar to a turn in a TBS? If so, can someone explain the difference, because I really am missing it. The unit actions are done in "turns" in RTS's, the basic gather resources/construct model is virtually the same, units have similar action types, the objectives are often very similar, the way the units disperse and perform their duties bear notable similarities, the overall objectives are often very similar, and very often the rulesets which inspire TBS's and RTS's a the same. What's more, Bioware games are an excellent example of the change between real time strategy and turn based strategy being made (on a small scale - or large scale in NWN mods!) simply by inputting a pause function to function as turn ends.

I don't know. I see so many broad points of contact, and the crossover being made so easily in some cases, that I just don't get how everyone is so adamant on "there are no meaningful points of contact between these two genres."
 
That makes sense. But, it still only applies to simultaneous moves (SM) games. Hotseat, or SP, or any other type of Civ still has player-turns.

Even for SM games, it's important to make a distinction as to what aspects of RTS are applicable. For example, one characteristic of RTS is sheer click speed. The faster you tell all your units to do stuff in Starcraft, the better your empire does in the game; the human is the limiting factor, not some artibrary "turn". This is not true at all in simultaneous move games of Civ. Your units are still limited to one-move-per-turn.

What is still applicable are the tactical dynamics of whether you want to move a specific unit first (perhaps both you and your opponent have the opportunity to get into a forest and get the defensive bonus), or last (perhaps you and your opponent each have units with flanking but just barely too far apart to attack this turn... whoever moves last is going to get to use their flanking in the battle next turn, the other guy is SOL).

Wodan
 
That makes sense. But, it still only applies to simultaneous moves (SM) games. Hotseat, or SP, or any other type of Civ still has player-turns.

Even for SM games, it's important to make a distinction as to what aspects of RTS are applicable. For example, one characteristic of RTS is sheer click speed. The faster you tell all your units to do stuff in Starcraft, the better your empire does in the game; the human is the limiting factor, not some artibrary "turn". This is not true at all in simultaneous move games of Civ. Your units are still limited to one-move-per-turn.

What is still applicable are the tactical dynamics of whether you want to move a specific unit first (perhaps both you and your opponent have the opportunity to get into a forest and get the defensive bonus), or last (perhaps you and your opponent each have units with flanking but just barely too far apart to attack this turn... whoever moves last is going to get to use their flanking in the battle next turn, the other guy is SOL).

Wodan

Very true, it does only apply to simultaneous moves games. This is part of the problem of blanket statements of "real time VS turn based," because the range of each is quite broad.

It's amazing how much small changes to the formula, such as simultaneous moves, put TBS very much closer to RTS. This just strengthens my belief that the two genres are actually very close on a lot of fundamental levels.

That being said, I think your distinctions are spot on. Those are some very clear examples of ways in which a TBS can play like an RTS, with the differences still being noted and obvious. I hope I did not give the impression that I was arguing that RTS and TBS are the same... Really, I just think there are valid points of comparison, and how easily the two genres seem to cross over supports this.
 
Good point Olleus.

Wodan
 
Yes, well... I own a house that I bought!

Don't make obvious statements!

#122 - If the game freezes for more than 4 seconds when you trade maps, you suck at exploring!
 
I opened up a Pandora's Box which can't be shut...:run:

We could just get Bubya to Invade Pandora, tel them they have a box "of mass destruction", give him a map of the world and let him find it himself :mischief:
 
Well considering that both I and the original poster included the first strike for the Longbow, I'm going to have to assume you are blind. Or you don't know what you are talking about. Or possibly both.

Bh

Well, considering that *you* obviously did not take into consideration how awesome longbowmen soon become, my point stands. If a city is adequately garrisoned, longbowmen get promoted all the time and can hold it until rifling has been discovered. I'm talking frome experience, not from number crunching. However, your offensive and abusive response has definitely made me decide to be blind to *you* in the future.
 
Öjevind Lång;6404743 said:
Well, considering that *you* obviously did not take into consideration how awesome longbowmen soon become, my point stands.

Your point stands...? Your "point" was that both I and the original poster ignored first strikes. We both clearly listed that longbows start with a first strike. Your "point" was completely incorrect.

If a city is adequately garrisoned, longbowmen get promoted all the time and can hold it until rifling has been discovered.

And here you're acting as if Musketmen wouldn't get promoted. Musketmen, since they are more likely to win a fight, are more likely to survive and get promotions. Again, your point is completely incorrect.

I'm talking frome experience, not from number crunching.

Anecdotal evidence doesn't beat actual numerical evidence.

However, your offensive and abusive response has definitely made me decide to be blind to *you* in the future.

Somehow I don't think that's going to be my loss.

Bh
 
If the game freezes for more than 4 minutes, quit. :lol:

I once got annoyed while I was losing badly, I had basically lost the game and my vassal (wang kon) had become a free state. I basically conceded defeat... But before I left I decided to arm both me and Wang with nukes, just for a bit of fun (he was still at war with my enemy). I gave myself about 20 or so, and I gave him as many as I could be bothered to click. Well, I fired mine off and ended my turn. Then he used his... one at a time...

It went on for more than half an hour as he fired a nuke, waited for the animation to finish and then fired the next.
 
It is true however that Zelda: Ocarina of time is one of the best games of all time, however you can't compare it to Civ IV (longevity and so on).

The reason why you guys think Civ4 is the best game ever is because that's all you play. But if you spend time with other games, you will notice that they're better.
 
The reason why you guys think Civ4 is the best game ever is because that's all you play. But if you spend time with other games, you will notice that they're better.

I started gaming in 1982. I've owned most of the major consoles in that time, PC gamed since I picked up Darklands in the early 90's, and have played most major games in any genre you can name. That includes every console Zelda game, Metal Gear Solid game, Metroid game, (almost) Mario game, Halo game, Half-Life game, Ninja Gaiden game, Final Fantasy game, Warcraft game, etc etc etc. I still game on more than one platform. Civ II and IV are easily among the best games I've ever played.

Oh, and, Metroid Prime III wasn't half the game the original was.
 
The reason why you guys think Civ4 is the best game ever is because that's all you play. But if you spend time with other games, you will notice that they're better.

Then what are you doing on a Civilization forum then eh?

I know there are better games out there, but Civ is still the best Turn Based Strategy game out there

Besides that, this website is about Civ and how we all play it. This isn't Metroid, Starcraft and Any Other Games IGN rates as cool fanatics

We're all Civvers here. If you don't like it, find another website, because you are on the wrong site
 
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