3 ms·
this is an interesting observation, and it plays out exactly like this many times over in the 'Stellaris' RTS game. Stable societies that stick to their own re
by serf 6y ago
this is an interesting observation, and it plays out exactly like this many times over in the 'Stellaris' RTS game.
Stable societies that stick to their own region while prioritizing research ('growing tall' is the name for the strategy) tend to win out in battles against those that 'grow wide', grabbing all resources and expanding into them with little regard to research and personal affairs.
Those that 'grow wide' tend to win the games through simple attrition on a long time-span at the end-game phase. Simple resource volume tends to be able to win against vastly superior forces, much like a StarCraft 'zerg-rush', and the superior force usually loses in a 'death by a thousand cuts' fashion -- but individual battles before this phase of the end-game are almost exclusively won by small civilizations that 'grow tall', much like the 'stable culture' of your example.
The 'Growing Tall' strategy tends to be the one chosen by players who like to end games early and play aggressively against the other players -- contrary to the sedentary and passive method of play that the strategy facilitates.
- ncmncm 6y agoIn Stellaris, everybody starts at the same time, right? And, close enough together that they are sure to encounter one another pretty early? And, material resources actually matter? It seems like being equipped to, say, cause a solar flare to sterilize an offending planet would tend to discourage an aggressor before their ships got used up. Probably a flare wiping out a neighboring planet (e.g. one like Venus) first would convey the message adequately.