why moo and mooII are better than gal civ 2
or how to make this game better
Why couldn't galciv include a robust combat sequence like (or far better than) games that are far older? Except for graphics, preparing for war took much more prep in the old games. I will always remember my squadron of large battleships being atttacked by a fleet of tech inferior warships armed with "assault shuttles" to board my crafts, which I was totally unprepared for and forced to hastily retreat and re-design my fleet. Or speed and maneuverability could be used to throw the enemy fleet into disorder. "Phasors" and "Plasmas" were actually different types of guns. Etc,etc... The point is that galcivII has actually taken a rather large step backwards. And given that I think Rome:Total War is more the future of turn-based strategy's future popularity than anything else (one only need look at the vast upgrade in combat possibilities in civ4 from its predecessors to see this and I can only imagine the next civ game will expand this exponentially).
The same goes for land combat. Whole populations don't fight, armies do (with occasional partisan action of course). The rather rudimentary system of MOOII was still far more advanced than galcivII. And why can't I bomb a planet into oblivion if I don't want to invade? The tech exists now (i.e. hydrogen bombs), so why doesn't it exist then? And the need to deal with alien populations was something in MOOII that seems logical to include in every space game (I always exported the cave dwelling Sakkra all over the universe to live under every colony).
). A little expansion or couple of extra ship functions would be nice, but I would hate to see the combat system completely revised.