Daftpanzer
canonically ambiguous
off topic,
If you were a one-man, programming genius, game creation machine, and you liked strategy games, what kind of game would you make?
I think mine would be some kind of civilizationx/ eu2/hoi/ victoria/ imperialism/alpha centarui/Master of Orion 1+2/ reunion/ castles2 hybrid
. The game would be real-time, spanning 4000bc to modern times and beyond with a choice of around 30 major and 100 minor historical nations/cultures. Id definitely go for a province system instead of cities, although the world would be made of squares or hexs modelled onto a 3d world map (random generated or accurate earth, with true start positions etc) that you can spin around (no more weird polar effects).
The provinces would be dynamically created and destroyed. Much of the world would start off with no provinces. When you take a
special explorer / settler expedition into unclaimed land you can make a new province (and name it). The productivity, farming, defensibility etc of the province would be determined by the squares it contains. Early expansion would be a lot more through conquering or diplo annexing minor tribes and nations, not through settling vacant land.
Actual land armies would only move province to province. Air units and boats however would use squares and have fluid movements, but air units would have to travel to the central 'main town' square of a province to attack it. Luxury goods and resources would be needed for building things, with quantities, stockpiling, consumption rates etc. Trade of actual resource units would be a big part of the game.
If not making a special building (of which there would be few), each province could be set to improving agriculture, transport links, mining, goods / processing manufacture, improve industry, improve forts etc or you could order people to make as many goods or food or science or trade as possible. The provinces would never be idle. You dont need to keep fiddling with build queues etc, just check in now and again.
There would be central unit building like HoI/imperialism, with allowed unit placement in far off places based on the industry there. Provinces would have population, each with varying religion, culture, and jobs.
Research would be a tree like civ, but with different routes, so you dont have to go down european fuedalism and monothesim route to get advanced. Maybe go through hypothetical routes like ancient mediterranean with no dark age, or very advanced native american tech.
Like imperalism and Hoi there would be set classes of units like light infantry, heavy infantry etc, but a large amount of units for them as the tech progresses. There would also be special, unique units, like samurai/panzers etc. Special units would be given by what kind of nation you create as you play, not just what you chose at the start. The unit stats would be set to give combat bonuses etc to different classes, like pike v horse or mg vs other infantry. New classes like fighters would appear when you get the tech, and the options for them would keep getting upgraded. You'd be able to choose 'add ons' like guided missiles or naptha jars that you research and choose different things like plate or mail armour, machine gun or rifle or SMG, sword or pike etc.
Battles would show up in a little window, played out fast, kind of like EU but showing more detail, showing closeness of units and what kind of attack they are doing, and giving you the chance to give limited orders like suicide attack, cautious, skirmish etc (or have generals auto-manage it). Battles would be more destructive on units than EU but much less than Civ's to-the-death battles. Organization and morale would feature, also supply (which stops your ancient galley sailing around the world for a thousand years).
Add in all cool ideas for religion, diplomacy, culture effects, specials like colonists/traders, radically different effects for governments, cool UN stuff, nice map modes.... A scenario editor (full range of accurate historical scenarios) with the ability to script events and designate areas on the map for use with a massive range of possible triggers and effects.... Role playing aspects behind creating your leader and nation profile.... And whatever else is cool. While the early game is expansion and survival, the late game would be world power play with cool things happening within the UN and the ability to have (effective) subtle covert things going on to spread your influence while trying to avoid nuclear war (or seeking it
).
Victory would depend on getting most victory conditions and not just the first. So you could win the space race in 2020, but loose because somebody had biggest score, biggest economy and got a UN election in 2050.
Well thats my idea for a cool game... when they invent machines that create computer code based from interpreting your brain waves directly, ill be able to play it. Till then... europa uuniversalis2+spinoffs, and civ i guess....
If you were a one-man, programming genius, game creation machine, and you liked strategy games, what kind of game would you make?
I think mine would be some kind of civilizationx/ eu2/hoi/ victoria/ imperialism/alpha centarui/Master of Orion 1+2/ reunion/ castles2 hybrid

The provinces would be dynamically created and destroyed. Much of the world would start off with no provinces. When you take a
special explorer / settler expedition into unclaimed land you can make a new province (and name it). The productivity, farming, defensibility etc of the province would be determined by the squares it contains. Early expansion would be a lot more through conquering or diplo annexing minor tribes and nations, not through settling vacant land.
Actual land armies would only move province to province. Air units and boats however would use squares and have fluid movements, but air units would have to travel to the central 'main town' square of a province to attack it. Luxury goods and resources would be needed for building things, with quantities, stockpiling, consumption rates etc. Trade of actual resource units would be a big part of the game.
If not making a special building (of which there would be few), each province could be set to improving agriculture, transport links, mining, goods / processing manufacture, improve industry, improve forts etc or you could order people to make as many goods or food or science or trade as possible. The provinces would never be idle. You dont need to keep fiddling with build queues etc, just check in now and again.
There would be central unit building like HoI/imperialism, with allowed unit placement in far off places based on the industry there. Provinces would have population, each with varying religion, culture, and jobs.
Research would be a tree like civ, but with different routes, so you dont have to go down european fuedalism and monothesim route to get advanced. Maybe go through hypothetical routes like ancient mediterranean with no dark age, or very advanced native american tech.
Like imperalism and Hoi there would be set classes of units like light infantry, heavy infantry etc, but a large amount of units for them as the tech progresses. There would also be special, unique units, like samurai/panzers etc. Special units would be given by what kind of nation you create as you play, not just what you chose at the start. The unit stats would be set to give combat bonuses etc to different classes, like pike v horse or mg vs other infantry. New classes like fighters would appear when you get the tech, and the options for them would keep getting upgraded. You'd be able to choose 'add ons' like guided missiles or naptha jars that you research and choose different things like plate or mail armour, machine gun or rifle or SMG, sword or pike etc.
Battles would show up in a little window, played out fast, kind of like EU but showing more detail, showing closeness of units and what kind of attack they are doing, and giving you the chance to give limited orders like suicide attack, cautious, skirmish etc (or have generals auto-manage it). Battles would be more destructive on units than EU but much less than Civ's to-the-death battles. Organization and morale would feature, also supply (which stops your ancient galley sailing around the world for a thousand years).
Add in all cool ideas for religion, diplomacy, culture effects, specials like colonists/traders, radically different effects for governments, cool UN stuff, nice map modes.... A scenario editor (full range of accurate historical scenarios) with the ability to script events and designate areas on the map for use with a massive range of possible triggers and effects.... Role playing aspects behind creating your leader and nation profile.... And whatever else is cool. While the early game is expansion and survival, the late game would be world power play with cool things happening within the UN and the ability to have (effective) subtle covert things going on to spread your influence while trying to avoid nuclear war (or seeking it

Victory would depend on getting most victory conditions and not just the first. So you could win the space race in 2020, but loose because somebody had biggest score, biggest economy and got a UN election in 2050.
Well thats my idea for a cool game... when they invent machines that create computer code based from interpreting your brain waves directly, ill be able to play it. Till then... europa uuniversalis2+spinoffs, and civ i guess....