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[Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long)
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[Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long)

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To: "Luis Palma" <lpalma@xxxxxxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long)
From: Aliaga <aliaga@xxxxxxxxxxxx>
Date: Thu, 11 Jan 2001 13:01:36 +0100

Hi!

At 11:07 11/01/01 -0000, you wrote:

>Here is my personal considerations about ICS based on the Portuguese
Colonies Experience.
>
>Portugal had many colonies allover the world as a result of Portuguese
Expansion Age over de XV to XVIII centuries.

<snippety snip>

Really a nice reading.

I'd say this post should be promoted to the helpfiles, or to some
"historical background" docs shipped with the game.    :-)

It explains nicely why ICS should exist but shouldn't be allowed to become
the source of military predominance.

After all, the Portuguese were looking for increased trade, and I believe
they got it, but if they were looking for conquest of the world, they
certainly didn't get it. What they got could be viewed as a broad network of
"embassies" with a bunch of side effects.

Other countries, like Spain and England, took other approaches. Still others
did different things. Most, I think, got results other than intended. All of
this is more or less modelled by the game, which is great.


>Corruption reflects in not only decreasing production but in growing in the
population of remote places of the empire the spirit of revolution and
independence.

This is something I missed dearly from the original Civ. Wasn't it great
when some of your border towns (or some of your recently conquered crappy
frontier towns) changed sides and gave some of your money and tech to your
neighbours/enemies?

Weren't you pleased when some AI lowlifes gave themselves to you 'cause you
built a WoW, even if they were in the middle of their empire, defenseless in
another continent?

Even better, didn't you enjoy having to retake half your empire, fighting
against your very own units and cities and economy when some lucky bas**rd
nuked and took your coastal lightly-defended palace?

This are some of the funniest things I can think of to make the game more
enjoyable when you are so sure you're winning...


>With the support of neighbour countries it was very expensive and life
consuming to keep the colonies. 

This is closely modelled by having an enemy Diplomat subvert one of your
rebellious cities. Or even by having your Govt collapse under the revolts. I
very much prefer to see it in a game than in Real Life, however.


>I like to play Civ2 and FreeCiv, not for winning in any manner. I like to
build a strong empire that history books will remember. I like power, I like
honour, I like millitary tactics. I like to win, of course, but I like to
play just like I was in real life. That's the cool thing about stratagy war
games.

Here, a twin soul!  :-)

I think of these games as a kind of chess where you get replacements for
your pawns and queens. And just think how many "surefire" winning tricks
have been invented over the millennia for chess, and there's still contest
and novelty hidden in the game.

Hey, experts are arguing wether chess should be used as teaching tool... I
wonder what could be accomplished on the younger minds with such fine,
crafty and enjoyable toys as Civ games... Let's hope...  :-) 

M.A.

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