We're talking about two different things now.
You're focusing on realism and say Firaxis is against it. It's probably not true. I still haven't seen that "we hate realism" quote from them. (Although if they said that, I think they'd be pretty dumb.)
It does end up being the same thing because Firaxis wrongly equates realism with both "excessive complexity" and "excessive imbalance". Well we already have complexity and imbalance in Civ as it is, in all versions. They only seem to be okay with complexity and imbalance IF said complexity and imbalance are... unrealistic as well. If they were realistic, that's anathema.
I'm focusing on complexity. I'd be willing to pull out the quotes from great game designers and software developers who are careful about "feature creep". Even if you disagree, you should dig up Soren Johnson's presentations to understand that Firaxis IS concerned with over-complexity.
They're willing to feature-creep Corporations, yet a freature-creep that would make a battle something other than a laughable cartoon of spear-beats-a-tank, is yet again, anathema. I think they're hypocritical on their application of their game philosophy constraints, there.
The main point: the features you're requesting have been ignored because of what they will do to complexity (and, sometimes, game balance). Realism is beside the point.
You keep saying a realistic battle is too complex. Why is it TOO complex? Are three little ridiculous icons on a screen the maximum a gamer can think about at any given time? Who are these gamers, anyway? These are the same gamers who think nothing of micromanaging the tile yields of 16 different cities in the modern era, worrying about corporation maintenance, food balance, happiness limits, health limits, what wonders if any might be a good idea to build, 50 different things juggled into the player's thoughts at a given time while at the *campaign* screen, and yet, when it's time for battle... duhhhhhhhhhhhhhhhhh, only one warrior at a time or my head will explode! I think it is, yet again, hypocritical.
So if we're talking about two different things, let's talk about two different things. Let's not mash them together...
It's Firaxis that mashes them together, not me. I'm not the one demanding people believe that realism is "too complex". I'm the one ridiculing the proposition.
If Firaxis were to implement some kind of tactical "battle screen" when two stacks meet, that would certainly be an increase in complexity. It would require a lot more development time, and more artwork.
Complexity for *them*, not that much for the *player*. Again, these are players who can do the stack movement walk and chew tile management gum at the same time. They're not exactly simpletons.
It would take more effort from players to learn and to master.
And corporations didn't? The Apostolic Palace didn't? They doth protest too much.
It would make games last longer. Not that it won't happen, but for Firaxis to do it they'd have to put another element of the game on the cutting room floor.
What did they cut out in BtS? Other than perhaps what little realism they had left of siege engine behavior.
They would have to cut another feature, to save development time, keep MP games running fast, and hold back the number of things new players have to learn. That's what I mean when I say that most high end game companies avoid "obesity" in their games.
There are plenty of game companies out there that invest time into programming and cater to players who similarly invest time in learning the skills. Prime example: World of Warcraft, which is far from "bankrupt", and can probably buy Firaxis with one months subscription revenues alone.
This incessant complaint that game development is too costly suggests that perhaps they're in the wrong business altogether.
On the other hand, a battle interface that's more realistic could EASILY fly if it were less complex than the battle interface now. The problem is that nobody can describe what that new interface would look like. People ask for a mini-battle screen, and that is obviously asking for a bulkier game. Other people ask for the return of inherently imbalanced concepts from Civ 3 or Civ 2, and I damn well hope Firaxis isn't listening. The only other route is "ok, but, please just make it more realistic". I'm sure Firaxis would do that, but someone would have to show them the way to keep it simple.
Even realistic *results* would be a step up, such that six Knights wouldn't be able to overrun an Infantry unit (I've given Sid Meier a challenge to that effect he has yet to take me up on: he and five of his buddies in Knightly attire charge at me and my li'l old M-4 automatic, full load of ammo, and we'll see how likely it is for the knights to prevail!!!)
But if people don't want to mess with the gritty details of battle tactics, again Total War as an example provides the means to avoid those details, with an auto-resolve feature. Players who enter into MP games can either agree to duke it out real-time in battles, OR to auto-resolve their battles, much as they also agree on map size and other parameters on entering a Civ4 MP game today.
This isn't brain surgery here. But it IS ...programming.
As you dream of a game that combines the audiences of Total War and Civ, you ought to keep in mind that there's more to a (financially) successful game than personal taste.
What part of "MARKET SHARE" still flies over your head? I'm not just talking about TW's market, but also Warcraft, Sims, ALL the games out there. If you take it to the next level, you might sweep the "map" of the gaming market completely--a gambit others have made and won at, and Firaxis won't, and ...won't.
The math isn't as simple as "Fans(Civ + Total War) = Fans(Civ) + Fans(Total War)" . You're missing the number of fans who would be put off by complexity. You're also ignoring development costs. New fans are great, but how much are you spending to get them?
Why did they program anything at all risking the notion that nobody would be interested in playing Civ to begin with? If you're too fearful, then obviously, you're in the wrong field. Period.
Civilization is kind of an anomaly in being one of the best selling, highly complex games. Diablo outsells Civ, and might as well be minesweeper the way you click-click-click your way through everything mindlessly. There isn't a better selling game than Civilization that is also more complex. Also of note, Total War isn't even on the radar of best selling games. I'm not saying that as proof that it's a bad game. I'm saying that to show you why Firaxis probably isn't tripping all over itself to copy it.
Again, Creative Assembly is not as bankrupt as you assert, and the success of Blizzard is a case in point that your claim of Civ to be "the most complex" game out there, equally inaccurate. I'm no n00b at Civ and yet when I sat down to try out WoW, the COMPLEXITY there was one of the more daunting aspects of that game. Far more complex than Civ when it comes to all the spells, etc., how character movement works, and how everything interplays. And yet, there are people in trailer parks addicted to it, complexity and all. Blizzard has blazed a trail and succeeded where Firaxis still today fears danger and doom. It's like saying Everest can't be climbed, after people have already climbed it.
players who still want that 40 hour Civ 3 experience can flick on "Marathon". That's where my numbers came from.
Mmmm. Okay. I play both Civ and TW as it is to get the fuller experience that I want out of a game, so might as well play 3 or 6 or 20. And I suppose I am the only one in the entire planet who wants a full character-immersion experience that DOES NOT require encounters with elves and dwarves and orcs and other ridiculous fantasy concepts. Perhaps.