Druid2:Actually I think the whole point is that there's nothing the player Has to do. In this way the player can do what they Enjoy doing. And chances are that what they enjoy is also where they will be significantly better than the AI.
If you leave Everything to the AI and there are, say, 10 civs total, you will By Definition win 10% of the time. Pretty lousy odds doncha' think? The question in Clash is can you be that much better than the AI in the areas you Want to play to get to 90%.
The AI will not be able to beat a really good human player unless we augment it with cheats. We're not miracle workers here. Our AI will just not be completely Awful like that in the other games in the genre. It should, perhaps be able to beat a merely pretty good player.
Guns vs butter:
Sorry, I don't get you here. I think all players will want to make this basic level a decision. Whether to prepare for conquest, or spend on social welfare, is one of the most fundamental decisions. But I want to make this decision by telling One minion what to do, Not manually move a zillion little pretend people around on little pretend countryside. And besides, the populace rarely starves even using the lame-brained automatic placement of workers in Civ2. So you could say the player's hand isn't needed there either. But just as will be the case in Clash, if you Want to pay close attention to the economy in Civ2 you can derive serious benfits.
Population does the researching:
The population will do a Substantial fraction of the researching, but the players actions will always be able to produce significant results. If they're willing to put some resources into it anyway. As a gameplay issue we will ensure this. Also the player's initial choice and subsequent handling of the culture will have a Big effect on what and how much research the people do. Have no fear, there will be lots of ways to screw it up.
Military AI:
There are many levels to military activity, and many places the player can make their mark. Why Should the player be forced to move every single military unit by hand to implement a good grand strategy? I personally want to play a game where I can choose just to do the grand strategy and see how it works out, other things being equal.
These are very serious gameplay issues that you raise. I have the conviction that my view is right for a plurality of the people who play games in this genre. However, there's no way to prove it until playtesting starts.
One piece of personal information may help. I play most military/econ games from an economic build-up perspective. The conquest at the end is much sweeter for me after having built an economic juggernaut. In Civ2 I always go for a military victory shortly after gunpowder gives me an edge. Want to know why Civ is different from those other games? Because I am uninterested in Wasting literally tens of hours of my time pushing the game through to a foregone conclusion. That's what having to feed your people "by hand" does to the game IMO.
I think the metaphor I'd use is that Clash should be a buffet, whereas Civ2 is a nine-course banquet. I don't know about your culinary habits, but I prefer to eat more of my favorites at the buffet. Sure, people might sit around at the buffet and not eat anything. Personally, I haven't met many of that type
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-Mark
[This message has been edited by Mark_Everson (edited May 31, 1999).]