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He's the strategytuber equilivant to Shortfatotaku.I swear he goes out of his way to have the worst opinion on everything.
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He's the strategytuber equilivant to Shortfatotaku.I swear he goes out of his way to have the worst opinion on everything.
Well he's yet to try to give Mister Metokur advice on how to be a manHe's the strategytuber equilivant to Shortfatotaku.
I've been toying with various game ideas where you focus on the religious aspect over a layer of civs engaging with each other.What if a 4X had the Roman Catholic Church be a playable civ in itself
builds infrastructure inside of other civs cities
Maybe setting such a game in historic flashpoints would be the goal then, instead of overall history, like the Pope-Antipope, the crusades and fitnas, cross-religious conflicts like missionaries in the Americas and Asia.Historically there are some interesting flashpoints
That's the point I guess, you could have great stories and by extension storybased games around it. Something like assassins creed. But more mechanistically and strategy driven like civilization? I have longed for it, I've prototyped it. But I always end up in similar places like different civ games.Maybe setting such a game in historic flashpoints would be the goal then, instead of overall history, like the Pope-Antipope, the crusades and fitnas, cross-religious conflicts like missionaries in the Americas and Asia.
Would be a cool concept, EU5 has playable international organizations now. I think the devs would have to ask themselves how they would want to simulate organized religions and other international organizations in general, as well as if they want to keep up a kitchen sink approach or have a start date where religions are already defined.What if a 4X had the Roman Catholic Church be a playable civ in itself
builds infrastructure inside of other civs cities
I like culture and religious play in Civ. War gets more tedious and being innocuous gives me more opportunities to screw with other players.It doesn't hit the hind brain like war and combat does. The choices aren't compelling.
Have you tried Populous or From Dust, they're not at all the genre you're talking about, but they're good examples of god games where you don't interact at all with your minions, you can only interact with the physical world. You'd have to limit how often and how big you can interact with people though.I've prototyped it. But I always end up in similar places like different civ games.
I read a novel with a similar plot back in the day, essentially a group of people were tasked with creating a religion each on the creation of a new universe/planet and whoever had the most believers by the end won. Something interesting would be for example if you compare islam vs christianity, islam does not allow new prophets and by extension does not really allow an updated message, meanwhile saints are recognized semi-regularly in catholicism. So if a religion starts the game with no or few prophets allowed, that means they can't self-correct much, but a religion who can might also get random heresies that you as the god/player didn't intend.The interesting part of religions is choosing the beliefs. The perks. The social engineering settings. Not the spread and theological conflict.
Instead of a historic game, why not go purely fictional? There was a mod for Civ4 called Gods of Old which had sumerian gods instead and you could unleash miracles or plagues with great prophets. I guess the problem with the type of game we're talking about is the interactivity, it's much less involved than a regular game.And I diubt learning all different christian cult differences serves as good backdrop for strategy and the kind of thematic wish fulfillmen
I played a shitload of populous as a kid. Black and white too.Have you tried Populous or From Dust, they're not at all the genre you're talking about, but they're good examples of god games where you don't interact at all with your minions, you can only interact with the physical world. You'd have to limit how often and how big you can interact with people though.
I read a novel with a similar plot back in the day, essentially a group of people were tasked with creating a religion each on the creation of a new universe/planet and whoever had the most believers by the end won. Something interesting would be for example if you compare islam vs christianity, islam does not allow new prophets and by extension does not really allow an updated message, meanwhile saints are recognized semi-regularly in catholicism. So if a religion starts the game with no or few prophets allowed, that means they can't self-correct much, but a religion who can might also get random heresies that you as the god/player didn't intend.
Instead of a historic game, why not go purely fictional? There was a mod for Civ4 called Gods of Old which had sumerian gods instead and you could unleash miracles or plagues with great prophets. I guess the problem with the type of game we're talking about is the interactivity, it's much less involved than a regular game.
I like this idea.What if a 4X had the Roman Catholic Church be a playable civ in itself
builds infrastructure inside of other civs cities
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I was about 9-11 when Ascendency hit. I had no fucking clue what I was doing I just knew how fucking cool it was. I played an emulation a few years ago and it amazingly held up fairly well. The ship builder and exploration mechanics (and automation) are still great systems. The lore is pretty good too for such a relatively small budget to today's games. Another good game around that time period, while not 4x and more of a builder/tower defense is Utopia.In the world of "4X" vidyas, Ascendancy has its' 30th anniversary some time around now, and next year will be the 30th anniversary of Civilization II and Master of Orion II.
It was much easier to me to learn than Master of Orion 2, the latter of which was released by Microprose (same company that released Civ 1 and 2). But MoO2 is easier than 3.I was about 9-11 when Ascendency hit. I had no fucking clue what I was doing I just knew how fucking cool it was.
I'm playing through Realism Invictus again for its 20th anniversary update and it's definitely made me appreciate Civ 5's combat on balance more than not. That said range was one of the best things about it, enough it was backported into Civ 4 in a number of mods. Imo it's weakness is that it's too generous early on, two-tile range should be something for WW1-era indirect fire artillery, not archers.Hot take, I enjoy civ 5's combat more that older civs, I simply disliked the death stacking, if civ5 didn't have range, blitz or march promotions it would be almost perfect.
I play with a mod that gives a decent buff to all happiness buildings and it is FAR more enjoyable this way.Hot take, The happiness feature in Civ 5 was a good mechanic that prevented players on snowballing science/military conquest and forced players to placate to strategize on the other buildings and recourses in the game without becoming frustrating.
I agree with that, random archers shouldn't have more range than a machine gun without a fuck ton of training.I'm playing through Realism Invictus again for its 20th anniversary update and it's definitely made me appreciate Civ 5's combat on balance more than not. That said range was one of the best things about it, enough it was backported into Civ 4 in a number of mods. Imo it's weakness is that it's too generous early on, two-tile range should be something for WW1-era indirect fire artillery, not archers.