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Friday, February 13, 2004 RON: T&P - Governments
WOW.
Governments look like they could completely revolutionize RON. Never mind RON, how about ALL future RTS games? Government gives your nation military and non-military bonuses. To establish a government, you must first build a Senate and have the appropriate technology researched. Each government type also allows you to create a Patriot, a unique leader who can enhance your nation’s military or economic power. You can build a Senate after your nation advances to the Classical Age. It must be constructed within the City Limits.Imagine being able to take that crappy rushing civ and making it into an economic powehouse with Capitalism? Or tricking your opponents with an economic civ and then hitting them hard with an early attack because you went with Despotism. BHG just added a WHOLE NEW DIMENSION to the game with governments. This is pretty neat. Looks like being the CIV2 lead has finally paid some dividends (just kidding Brian). One more thing I have to play around with now. I'll report back once I have a better idea how these work. UPDATE: Never mind that, Scot_free points out that MS has updated their site with more (or less) detail. Choose:Is it just me, or were the "old" benefits more interesting? I think I'd rather have a Socialism where Russia could get even MORE border pushing. C'mon, don't tone them down, boost them up! If the impact of government is lukewarm, then it won't have much of an impact on the game. Make them be REAL choices with REAL tradeoffs. Maybe like make Despotism = -25 Commerce cap, +10% research cost, and -25% military unit costs and upgrade costs. Where Democracy = +100 Commerce Cap, +100% military unit cost or something like that. Then have the first government be relatively cheap (so you choose one) and every change (they do allow changes, right?) ramp up very quickly and expensively. A strategy game should have STRATEGIC CHOICES that must be made.
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