kongxinga wrote:@ Turtler,
Wow those are some very good observations and suggestions. Thanks for such a detailed write-up on one of the ideas I have been musing over for a while.
Thank you kindly.
kongxinga wrote:I've always been a fan of games that show history as the grand opera, with broad, recognizable and repeatable strokes. There are very few representations of that.
Agreed indeed; to be fair I do think a lot of games can show a lot of different takes on history well. But I agree that I do like the grand, epic sprawl. Especially when you have a truly epic scope. To be honest almost think very few games attempt that any more; even fewer than did before.
kongxinga wrote:One that I would mention that was good would be the Mod Empires of Faith by Njis who hangs around here too.
Interesting, and good for him. Though while I do like M&B, I am not a big multiplayer so it might be a bit off for me.
kongxinga wrote: Needless to say, I am a proponent of the cyclical view of history.
One of the strongest evidence of the cyclical view of history is the pattern of dynasties and kingdoms. They start off aggressive and willing to make sacrifices. Sooner or later their focus changes from conquest to money to defensiveness to inward fighting and decline. This has been the story of pretty much every dynasty in China, and to most other empires elsewhere
Fair enough. Though to be honest, I personally am deeply skeptical of "views of history" persee, including cyclical (but also this "great progression", of history as just one continuous ramp of progress, like Whig History or Marxism*). Certainly the model can be interesting to study and inform us of a lot (and it does fit quite well for some things like the Chinese dynasties and French governments). But even then even with things like the Chinese dynasties I think a lot of it boils down to people trying to file down the square peg of history so it fits in the round hole of a narrative. And I do think some of the best historians on China have pointed out some of the details where the facts seem to have been "massaged" to fit that.
But it can certainly make a compelling game and story. And that is what is important.
kongxinga wrote: so your observation that one could also easily make an Annals of Qing is very valid.
I think we could honestly do that with most Chinese dynasties, to some extent. Probably much more readily than we could with a lot of other dynasties or Empries elsewhere (like the great mess that is Europe; Crusader Kings does what it does well and other things like L'Empereur do a good job chronicling a dynasty, but it's harder to do otherwise). Korea, Indonesia, the HRE, and maaaybe France and Russia strike me as fitting for it.
kongxinga wrote: My only note, apart from the fact that we might need an Age of Rifles engine (great game, and thanks for the custodianship of that.) because using renaissance rules is going to stretch it a bit too much.
Thanks. And agreed, I do think AoR is a true classic, but I also think it is really the only thing that covers a pretty broad and important period of history on the tactical level (besides some American Civil War specific games, and some very cumbersome HPS Sims).
Speaking of which, you still have it or any scenarios/campaigns? I am here to try and make it accessible for a new generation and managed to find most of them. And on the other side I am also trying to hunt down the few I know are still missing. The enjoyment I can help people get is great, and any help people can give me in compiling would be good.
kongxinga wrote: Age of Rifles already feels to melee-ey to me (as Zulu I can assault and route most British forces (AI), same as Qing in the Boxer Rebellion Scenario, where I use regulars and artillery to button up the Alliance, then use my Tigermen and such to assault).
Fair enough. Though to be honest I think that is how it should be; melee should be an incredible challenge in all but the most overwhelming of odds (like Little Sphinx....grrrrrrrrrr), but it should be possible. And I do find it really, really, really easy to counter melee only swarms (especially since in that game it leaves melee only units with some very basic strategies left to them). But the AI being the AI is unlikely to be able to game on that level; it's QUITE good by game standards, but I really don't think it has the kind of expert maneuvering or knowledge a good player can have.
It certainly doesn't practice one of my favorite strategies: ENTRENCH ENTRENCH ENTRENCH/Fortified Position abuse (which I almost think counts as a cheat code sometimes).
I do think a bigger issue with AoR is that the melee isn't really fleshed out Well, and some of the things about positioning and the like are wonky. But I think it does what it does fairly well...though in part because there ain't nothing else for it.
kongxinga wrote:The other note is that Qing had a long, long period (150+ years) of pretty much the most peaceful period in Chinese modern history, that was broken by the opium war. A Qing player may have not much to do then. As a Roman in Annals of Rome, you score massive points for conquering and holding Europe, but that does not last long with the non stop possibilities of revolts and civil war. Qing just has it too good during the 1700-1830 period.
I'm not sure I would call hugely destructive conflicts like the "White Lotus" (airquotes for inaccuracy) rebellion or the Southwest/Miao conflicts On Top Of a bunch of large external conflicts That peaceful. I agree it might be relatively calm domestically, but only relatively; and I think during that period the game might focus more towards external conflicts (to conquer places like Inner Asia) and internal politics (like prestige projects). And conflicts like the Dzunghars, the Gurkhas, the Jinchuan (the last of which was noted to be exceptionally bloody), the Burmese, and fighting with the Tay Son would mean this is still plenty ugly.
Besides, I think however calm the period may be, it would be mooooreee than paid back with interest at the end, when you start getting the Westerners, bloody nightmares like the Taiping and Nian Rebellion, the Boxers, and a lot of other stuff plus maybe a struggle to modernize.
kongxinga wrote:On Annals of Rome, I may have misremembered the Spanish, (or perhaps they were in the later versions). A manual for an Amiga version only lists enemies up to the Turks, so I may have conflated that with some other game. I believe the game goes on forever if you can keep surviving the enemies. The enemies keep respawning as rebellions until their historic end date, and some of the later enemies probably don't have end dates, so they keep coming back. Presumably, some great player can play to the 21st century or until memory overflows.
Interesting. And yeah, I remember it listing enemies up to the Turks too. I was just wondering if there was a more comprehensive list somewhere.
This is why I believe there should be a Great Invasions like mechanic of aging, where armies become more and more difficult to maintain as your dynasty loses their previous vigorous and aggressive attitude to a inward, defensive, narrow minded focus. With aging, your collapse is only a matter of how soon.
kongxinga wrote:Your mechanic of switching players (from Ming to Qing) also exists in some form in Annals of Rome. When Rome in Italy falls, you can move your capital to say Constantinople and continue playing as the Eastern Empire. In fact you get a period where the super enemies of the 5th century die out for weaker enemies, and as Byzantines you reconquer and try to hold on to the West. A mechanic like that would be interesting.
I remember that too, Byzantium and all that. However, I don't think it would really fit well for the player to actually switch from Ming to Qing (unless we were doing some kind of great Dynasty based marathon from Zhou to say the collapse). There is just zero institutional or dynastic continuity between the two in the way there was between-say- the Later Roman Empire and Rome proper. So I figure in a Ming game the Qing taking over would be a "Game Over, Cash in your points, Do Not pass Go...." moment.
I figure if we did have this kind of transition or rebirth, it would have to be something different; a sort of outgrowth of the old order. Maybe something like a Southern Ming period only where it is more of an ordered rebasing and less of a desperate announcement mixed in with utter collapse (something like Southern Sung). And maybe Koxinga's remnants or some other group as an even further evolution/devolution from there.
Or for the Qing, maybe some form of evolution if you manage to thread the needle's eye of modernization.
kongxinga wrote:Some sort of super enemy (Turks in Rome, or Industrial Age Westerners for Ming/Qing ) or an aging mechanic needs to exist to prevent the game from going on forever, provide a dynamic challenge, and to force correct to show the cyclical nature of history.
Agreed, save with the caveats I mentioned before.
kongxinga wrote:I can already here the proponents of the progressive view of history (history inevitably progresses towards some point, be it Marxism/ Enlightened Democracy etc) calling foul on the mechanics though.

Eh, I'm not one of those exactly (or at most I would say I incorporate a little bit of A and a Little Bit of B as far as progression and cyclical goes) those and I am still calling it a bit. But ultimately it's important to remember it's ultimately Game Mechanics. So I don't think it matters if it is a fully accurate representation of how history "really" works ("works") or pushes some grandiose theory of it. So long as it's fun, it works in a game context, and it captures the subject matter to some degree I think it works. And I do think the cyclical approach works quite well with Rome and a lot of the Chinese dynasties.
*It may be somewhat ironic that I'm so leery about the "Progressing" view of history given my religious beliefs, but thereyougo.