Re: MOO3
I guess this is an "agree to disagree" - I had no problem with the unrelated nature of the techs - and, in fact, I don't think the concept would work as well if they were, since it would make the choice simpler. The factory/missile base choice was hard precisely because of the split: you could choose to apply the concept of "automation" (IIRC) to either defence or production.
I do think SEIV is too forgiving. 8)
And, yes, Psi, I *do* remember the bugs. Especially MOO2 v.130, where the diplomacy model was broken suich that the other races declared war on you as soon as they saw you. (I did manage to get an alliance for one turn... once.)
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