Human opponents and multiplayer are basically impossible for certain kinds of games. Sure people play PBEM Dominions game
Dominions is pretty much the only strategy/4X -esque game I've ever seen WORK as a multiplayer game. Every other game essentially has unplayable multiplayer, because it compounds the availability problem with the number of players: If a given player is available to play at a given time with probability P of the time, the probability that N players can get a game going at any given time is P^N, and as such, average length of any such session is P^N * 24 hours. For VERY generous values like P=0.5, if the number of players N typical for a full-sized 4X experience, is say, 8, your probability of being able to play the game at any point in time is 0.39%, so your average game session length is under 6 minutes: Someone likely drops before the game even finishes loading. Dominions sidesteps this problem by not requiring that all players be simultaneously available: The complexity of organizating a Dominions game is simply linear rather than exponential, and play time is constant.
Well generally people schedule a few hours on the weekend with strangers and everyone commits, real life friends with similar schedules make things easier.
This is intended to simulate the way that superior rulers in real life quickly forged great empires which quickly collapsed after their deaths.
Actually, that isn't what is being simulated. Real-time games aren't so much simulating anything specific as they are simply being-real-time. Their view is that reality is real-time, therefore, the game is real-time. Even so, you can usually pause the game so you can fight with the clumsy UI. The "forging great empires which quickly collapsed after their deaths" is never simulated because the PLAYER NEVER ACTUALLY DIES. If you want to see "forging great empires which quickly collapsed after their deaths", you pretty much have to play those "succession" games where the player plays for a limited term, perhaps keyed to the life of an in-game ruler avatar, and then hands the game over to another player when his term expires. It is obvious that history would have blobbed and map-painted as well if empires were directed by an immortal overmind. But they aren't. They're directed by squabbling, ephemeral individuals. Some can build mighty empires, but they die. Alexander and Genghis Khan were not immortal. Can you imagine how things would have been different if they had been immortal? Because that's how games are. When you play a typical Civ-level strategy game, you're simply not a being of the world, you're an overmind. This is, well, something that simply isn't very historical, although such a thing could exist in the future. Simulating historical behavior given such a perspective, though, is basically unlikely to impossible. In the future where things might very well become ruled by an immortal computer overmind, though, such a thing might make sense and fit. That's probably why Sci-fi makes a better setting for this kind of thing than historical settings, because all of the conventions that make a strategy game playable as a strategy game at all can be considered to actually be things that logically exist in-universe.
This is exactly what I mean, in fact Im sure part of my blog post mentioned that. what you quoted is referring to the difficulty of the time cap, so you can expand like a historical ruler in game but only if your raw intelligence is good enough, or you are playing a static scenario I guess. So your expansion is limited by your personal capability like a real life ruler. The immortality specifically is something I am working on. I have some potential methods but the current post isn't about that, and none of the solutions are perfect since you can only manage the player being immortal and not control it, outside of succession games as you suggest. Perhaps I shall do another post on this soon. I'm not sure its worth it though, on reddit in 2 subs and this site you are the only one who made any sort of worthwhile post.
I assume this is meant as an insult. I can envision many potential solutions, but none of them are as feasible as time capping your turns in a TBS and not having one static map like EU4.
Well, time-capping turns in a TBS doesn't really make a lot of sense. After all, if turns are a year long...the player would realistically have a year to contemplate these things. If your game is real-time, then pieces in the game should be capable of more than simply standing there dumbly waiting for the player to micromanage them. Anything else turns it into a game of wrestling with the crappy user interface, not actually playing the GAME.
The time limit would ideally be set as an amount of time squeezed to the same degree as game actions are squeezed. People on Reddit whine about a 10 minute cap being too long, although it took DDR jake 660 hours to conquer the world as Ryukyu the first time in EU4.
I did intend to employ solid automation for instance, and many other things.
Solid automation should really be considered less a luxury and more a MUST. If you can't automate every aspect of the game and achieve tolerable results, what this means is that your AI is stupid, and if the AI is stupid, of course the player will paint, blob, and snowball.
As I have argued tirelessly in times passed and been totally ignored. Yes, automation that works would imply and require solid AI, which no game has ever had in my opinion because developers don't know how to make good AI. Although machine learning algorithms would probably work, the time needed to run them is a lot and you face the problem of the AI being TOO good. Eventually a well made machine AI algorithm would correctly conclude that wiping out the player first is the ideal move and further it would be able to figure out who the player is by their actions.
Of course, maybe that crowd-sourced thinking can be something that works for the AI, too, if people are going to keep insisting on that stupid always-online requirement for even single-player games. Make being online link your game and computer into a distributed network of computers. that plans to murder you. Maybe this will have interesting real-world repercussions as a result. Shall we play a game?
But there is no reasonable counter to infinite and/or crowdsourced planning that works this well.
Maybe crowdsourced planning should be a thing people should be doing in real life...the technology clearly exists for it now. But if your game is set in a time period before such things could even exist, obviously, you're going to have issues.