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  #1  
Old August 21st, 2002, 05:40 AM
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Default global conquest game

All of the current GC Games out suck ***. Please talk someone into developing one here. Please.
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Old August 21st, 2002, 05:35 PM
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Default Re: global conquest game

Curious he asks, "What manner of GC game would not suck ***?"
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Old August 21st, 2002, 11:11 PM
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Default Re: global conquest game

Well in my opinion I think a GC game should have massive scope with spectacular graphics and AI. And it should run my old Packard Bell 100mhz machine (just kidding)
It would be cool to have a RTS style game with a map that encompasses the whole world and each nation would have its own little ares or whatever
Civ3 is a disappointment, I play it some still even, but its not as fun as I wanted (cruise missiles are land units? wtf?)
Anyhow, I would like a game, where you are given control of a nation and its as true to life as possible (or something)
Ever hear of Republic? Its a game in development where you are the despot or leader of this European country. I read about it in PCGamer. That game may be a good one to have, or maybe not. The article was too brief for much good information.

[ August 21, 2002, 22:18: Message edited by: Instar ]
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Old August 22nd, 2002, 03:25 AM
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Default Re: global conquest game

Quote:
It would be cool to have a RTS style game
IMO, the preponderance of RTS games is part of the problem; "real-time strategy" is almost an oxymoron. You can't do much deep thinking about strategy while clicking everything that moves.
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Old August 22nd, 2002, 07:16 PM
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Default Re: global conquest game

Quote:
"real-time strategy" is almost an oxymoron. You can't do much deep thinking about strategy while clicking everything that moves.
Heh, I must say you've given me the phrase I could not find. RTS function sometimes nicely as a battle engine for a larger game. For tactical combat of just a few entities, as seen in Icewind Dale or the like. Not never, ever, ever, never in a global, massive scale game. Never played one I liked.

Maybe it is just the Marxist in me, but GC games and the genre in general demand real economic models. Perhaps not enough game designers are economists, or are scared of the daunting micromanagement it brings to mind, but 4x games will never, ever, ever, never reach their zenith without such. Too much is focused on the expansion and the military. Robust, workable combat engines are great, don't get me wrong. Without them 4x games can get boring. However, I have yet to play a game where the empire I control feels alive. That is the key. I don't want to have control over every citizen. I want in some sense to think that the empire I control lives outside of my actions.

Economics and population are the key, but are most often first overlooked. Population could really just be one bit--on or off, happy or sad. Economics in these games all too often settle for the threesome (wood, stone, gold OR food, shields and gold OR X, Y, Z)...which seems so ingrained in us, thank you Freud and Aristotle and Jung.

****, even if someone said, here's a game without real combat, it's been abstracted, but we've given you a complex economic model and a population with simulated life, life cycles, and attributes which respond according to their environment, I'd lay down my money in a heart beat. Even if it were partially text based, would be ok.
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Old September 1st, 2002, 04:57 AM
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Default Re: global conquest game

Hey Jmenschenfresser,

I think I made the game you just described on my Amiga 500 about 11 years ago. It was ALL text based, turn based, and had population, happiness, unemployment, taxes, military (limited by your population size), police, your nation's size in acres, spies, an economy which was directly based on your population, the unemployment level, taxes (you didn't get taxes from unemployed people).

Each nation's base salary was different, so each nation's economy was a different story. Your employed workers created wood, food, and steel, but you (as the government) had to buy the resources from the workers for a price based on the base salary for your nation. This meant that you could buy resources cheaper from a poorer nation, but that would increase your unemployment.

The population's happiness was not only affected by taxes and unemployment, but also your nation's involvement in military action, and the results of terrorist actions (by rival nations' spies).
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