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Why do Civ-Lite attempts fail?
4 ages? Hmmmm....Technically four, functionally only three. The first age runs to 1500, second to 1900, and the third to moder times. Played it a couple of more times the other night, and still hold the same opinion. The games runs too fast to have any real sense of building a civilization. Closer to resource management style.
So pre-industrial, industrial and post-industrial?
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The game has little to no AT appeal to it all as far as I can see, which is not necessarily a bad thing, but in this case it draws on a lot of the negative aspects of Euro gaming to produce something that is great in concept but fails in execution.
I'd play it again, as I can see the potential, but I am not sure it will ever fulfil it.
edit: I didn't read this thread at all before making my post, but going back and reading some other comments I am interested to see just how much my views tally with most other posters.
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There are many games that do the build-up part of Civ games well, and there are many games that do the epic empire-level conflict thing well, but meshing those is where things often start falling short. Partly, I think, because the two occur on very different scales. To have real Civ-like conflict you would need to bring the empire building aspect of it to a halt until the conflict is resolved. If you don't conflict either tends to be uninteresting or inconsequential (or both!).
Ultimately, I suspect that Civ-Lite attempts fail for the same reason that microwaved steak-ums never approach the quality of a medium-rare steakhouse bone-in filet.
-MMM
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Ultimately, I suspect that Civ-Lite attempts fail for the same reason that microwaved steak-ums never approach the quality of a medium-rare steakhouse bone-in filet.
Got it: Weed required.
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I'll agree with you on this one. I think part of my problem was with it being a 3 player game. If we had more players, then I think we could have caused the maelstrom. I was cruising to victory when one of the other players attacked me which caused both of us to lose.Mare Nostrum is one of those games that comes to a screeching halt just as it is getting interesting. You build up these unique empires, develop interactions with the other empires, and get all geared up for a maelstrom to decide who will reign supreme when you find out that someone's already snaked the victory.
-MMM
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Somewhat ironically, I think the game Titan actually handles this transition pretty well. You can see the Masterboard as the "build up" phase where players maneuver for resources and try to simultaneously not expose their soft underbelly while looking for same in their opponents. Mustering is a technology tree. Cast off a few cannon fodder "scout" units to see the real workings of your opponents' "empires" and then start chasing them for the kill on the Battleboard(s).Mare Nostrum is one of those games that comes to a screeching halt just as it is getting interesting. You build up these unique empires, develop interactions with the other empires, and get all geared up for a maelstrom to decide who will reign supreme when you find out that someone's already snaked the victory.
There are many games that do the build-up part of Civ games well, and there are many games that do the epic empire-level conflict thing well, but meshing those is where things often start falling short. Partly, I think, because the two occur on very different scales. To have real Civ-like conflict you would need to bring the empire building aspect of it to a halt until the conflict is resolved. If you don't conflict either tends to be uninteresting or inconsequential (or both!).
Ultimately, I suspect that Civ-Lite attempts fail for the same reason that microwaved steak-ums never approach the quality of a medium-rare steakhouse bone-in filet.
-MMM
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