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>> No.6352747 [View]
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6352747

>>6347831
As a kid my goal for when I grew up was to take over the world and I used to practice for doing that (and test strategies) by playing Civ 2. Apparently the lesson I took from "Taking over the world" being the goal of fictional supervillains is that it was a popular career choice, and that I was smart enough to not make the same mistakes they did.
I used to play the scenario based on earth, and I'd use cheats to make things more accurately represent the information I got from the books I owned (Lots of atlases, books about military hardware, etc.) by adding back in "obsolete" equipment that looked similar to real world equipment and by making sure that AI cities were kept close to their real world equivalents and that landmarks were built in the correct cities. Then I'd start with a small country (usually I assumed I'd take over one of the Pacific or Caribbean islands to begin with, so I'd pick a similar civilization and use cheats until I had what seemed like a realistic approximation.) and make alliances with bigger countries to take over our mid-sized neighbors, slowly building up until I controlled a large territory myself. Then I could compete more directly with the major powers. Usually the endgame was against the USA, Russia, or a Russia-USA alliance. I won at least once, sometimes I'd get bored of a stalemate and start again, other times I'd be defeated by other countries at the mid-size stage.

The funny thing is that I've always hated bossing people around (or giving instructions in general). As far as I can remember the main appeal of ruling the planet (or a large empire, anyway.) for kid me was being able to design a flag, currency, design new planned cities (practiced in SimCity 2000 and 3000, obviously.) including the future capital of earth, and picking out equipment for the military and national transport companies. Beyond that, I wasn't particularly interested in the power that would come with the position.

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