![]() ![]() My giant barbarian or tank goes and stands on top of my “city” where his feet are taller than my walls. One of the big gripes I have with them, though, is how I have these buildings and these units that are at different scales and which are existing on the same tiles. So: hooray, RTS games rock for that reason. There isn’t a whole lot of micro in a game like AI War - you’re not giving individual units orders, and you’re not having to check back and give them orders as well as making sure their prior orders are still a good idea every “turn” (since there aren’t turns, and since the granularity of time is a lot less when there are no turns). Things are shown at something remotely approximating scale, and you can set your guys to do a lot of moving around while you are focused elsewhere. And so on.Īs you might guess from AI War, I love RTS games and I think that the buildings + units model works really well there. In most computer strategy games, it’s a combination of buildings, techs, and units. In risk, it’s the abstract little “armies” that are basically just counters on territories. In any strategy game, there are a variety of ways of representing power and its use. Neither of those are true, and I just want to put that out there now before people see an alpha in January or February and are surprised when we seem to have “changed our plans.” □ And that is that this game won’t have any combat, or that it’s a substantial amount more SimCity than it is Civ. There is one misconception about this game that I want to go ahead and clear up right now, though, which I’ve seen crop up on a number of places on the Internet. ![]() More recently, I posted some updated screenshots and some portraits of some of the the racial leaders. The very-short explanation is that this is Arcen’s first true 4X title: think Civilization meets SimCity meets AI War meets New Stuff.
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