@dpwiz I think that it would be cool to have an RTS that is an actual *strategy*, not macro/micro circkejerk.

@dpwiz btw, have you seen my note on the general ideas for fixing the snowballing issue in civilization? I think that if you make a true strategy RTS, you'll have to also keep snowballing and early advantage impacts in check.

@jonn I vaguely remember something like this. Care to post the link again?

But, isn't snowballing is the essence of strategy? Press the advantage while you can, so you can "can" later too 😄

@dpwiz

> isn't snowballing the essence?

Short answer: ask Roman empire next time you see it around.

But yeah, under some definition, certainly gaining and then explotiting a decisive advantage is the goal. I just want this to come with some tradeoffs.

In Magic: the Gsthering cards like sweepers allow for containing snowballing on the board and cards like Settle the Wreckage may be used to ask the player with a decisive advantage to demonstrate that they can convert it.

@dpwiz in Go (Baduk), decisive advantage is having large empty territories that are alive. This also has to be proven because the losing player can try to invade and succeed due to a mistake from the winning player. Turning the tide of the game.

@dpwiz

> Care to post the link again?

gemini://soviet.circumlunar.space/~sweater/hindsight/2021-06-02-the-problem-with-civilization-game.gmi

It's not much of a principled game design study, but more of some ideas applicable for Civ 6-like game exactly.

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