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Gobblecoque
Sep 6, 2011

Relax Or DIE posted:

on of the greatest secrets to enjoying 4x is knowing when to quit, yeah. Which 4xes remain engaging all the way to the end? I can't think of any outside of stuff where you can mess around being totally busted for fun, like MoO2 or MoM or something.

Civ 4 Colonization manages it pretty well I think since the endgame is a big, difficult war of independence that the whole game builds up to. It's a cool experience going from "oh hell that's a lot of mans I don't think I can do this" to finally taking out the last of the royal troops after several turns of grueling battle.

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Gobblecoque
Sep 6, 2011

Bug Squash posted:

As a market, 4x fans are incredibly intolerant of innovation in the genre. It's like the rogue like genre before Binding of Isaac and Spelunky showed the world you could do something radically different and great in that space (and even then, you get weird gatekeepers who despise those games).

Tbh I think the problem lies more with developers. I can't think of even any attempts to make a 4x that really tries to break the mold. Nobody has ever tested whether fans would welcome or reject innovation. The genre feels like it's living out a perpetual self-fulfilling prophecy:
"we're making a new 4x that is exactly the same as all the others before it"
"why?"
"because that's what 4x fans demand"
"how do you know that?"
"because that's how we've always made 4x games"

Gobblecoque
Sep 6, 2011
It's been a while since I played Old World so I could be full of poo poo on some of these answers:

1. Influencing has a cost (gold I think). I liked using it on other kingdom leaders because you start out weaker than them and so doing what you can to keep them from squashing you until you catch up is an important tactic, especially on higher difficulties. The leaders of the families within your own civ are also good targets.

2. You only have a limited quantity of orders unlike most strategy games so depending on the situation (such as war) you might have more pressing needs than building.

3. Specialists produce some more of whatever their assigned improvement already gives (more stone from a quarry) and some other stuff (I remember lumber mills giving research). You're not going to have a specialist for every improvement because they need population and cost civics.

Gobblecoque
Sep 6, 2011
There definitely is a learning curve with Old World and you'll likely get owned in your first game but once it clicks it's fantastic. One of my favorite 4X games.

Gobblecoque
Sep 6, 2011
I like unit designers more when there's enough meat to the system that it's fun to get creative and experiment with weird stuff like with MoO2. In most of them though there's not really much there other than some fiddly busywork.

With the GalCiv series I'll give it some points for at least having a neat visual customization to its designer. I probably spent more time playing space ship lego with that than with the game itself.

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Gobblecoque
Sep 6, 2011
Old World is great. Anyone who likes 4x games should try it. It's my favorite 4x since civ 4.

Galaga Galaxian posted:

If only they'd make a (good) new one!

I'd be a happy camper.

You should check out Starcom Nexus. Basically a spiritual successor to Star Control 2 and it's pretty good.

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