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Original post by Diodor
You assume the world starts out as a peaceful civilised society where acts of violence are considered an outrage by the general public.
No, we explicitly seed the world that way (bishop_pass made an earlier post about computer-controlled domains existing purely to jumpstart player interaction). Furthermore, bilateral agreements and cooperation always evolve in any reasonably complex/large society because more can be done and both/all parties can benefit to greater extents than otherwise. If every player is largely antagonistic, the world overall will devolve and fewer services/products will be available to everybody, which lowers everyone''s potential productivity... we don''t need the economics lesson. Cooperation pays, and enough players will be intelligent to explicitly realize that and therefore work to ensure the possiblity of continued cooperation between players.
There''s also an even more self-centered motivation at work here: players don''t want anyone to get comfortable thinking they can attack others without repercussion, or they might end up the victims of the antagonist becomes sufficiently powerful.
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Being used to control empires with many star systems, I find the idea of controlling one planet adequately modest.
It''s not the ambition of the idea that bothers me, it''s the lack of substantiating arguments for its plausibility. There has never been a "world leader" in human history; those who sought utter domination by force have always eventually lost at great cost, and none have been able to acquire it by diplomacy. Furthermore, when players operate on the levels of planets (which are usually fundamentally self-sufficient), what incentive do they have to interact with individuals/entities governing other planets?
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If the game mechanics you envision make controlling one planet very difficult in an universe with many planets, that is enough of a limit to me.
I think the difficulties I envision in controlling a planet have nothing to do with game mechanics, and a whole lot more to do with human social interaction.
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Again, I can''t think of a game where entities fade away eventually. While I agree this is a good goal for a political game, the game mechanics that insure this are in no way obvious.
Again, this is, in real life, and would be, in the game, a function of human social interaction as opposed to game mechanics. Perhaps the point stands reiteration: this game is fundamentally about putting people into positions of (achievable but unlikely in regular existence) power and allowing them to react. They need to acquire the power, they need to use the power, they need to keep the power. The game does nothing to prevent or promote that other than providing services for the concrete elemnts of power representation and providing interaction channels (and the players are free to use channels outside these - personal email, webpages, etc).
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Oluseyi
Military force solves nothing. It never has, and it never will.
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Diodor
I am convinced the opposite is true. While history offers plenty of examples for the use of a military force, it is arguable that socio-political power could exist without military backing.
It is arguable whether socio-political power could exist without military backing, I grant you that, but can military power solve world problems? I think not, as evinced by the numerous protracted conflict examples worldwide where both/all sides have gained nothing and lost far too much, or the resurgence of the "threat" in Iraq (opinions on Iraq are unimportant here; all I care about is the fact that military action has not eliminated said threat) supposedly responded to 11 years ago. Yes, sometimes military force is used to "enforce" political agreements, but then those agreements are not borne of conviction or mutual benefit.
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The outcome in the average RTS/TBS the likes of Civilisation is fairly predictable. At start, the map is divided between many little players. As time goes by, the little players are destroyed, freeing the land for the larger players, until only one remains controlling the entire map. Changing this state of facts is a tough challenge and requires plenty of game balance. There can be no negotiating, no politics until the physical forces are balanced.
That is completely untrue. What average RTSes and TBSes lack (apart from an inability to shed their "average" status) is non-fiscal, non-military factors like moral convictions. There is no way in any RTS that the opposing force will tell you that if you don''t back off, they''ll start killing their own civilians (which, to you, is a crime of war and a human tragedy). That is a viable and usable tactic in this game, which negates somewhat the effects of severe military imbalance. RTSes and TBSes don''t involve approval ratings of the people; most of them don''t even give that much credence to topology and knowledge of the land (how exactly again did the US do in Vietnam?)
"Balance" is overrated, and serves more to unbalance a game than otherwise.