My own opinion, which is shared by very few, is that the battles in total war are entirely unrealistic and unfun, and there are really obvious strategies one can use to win or minimise losses, and that Slitherine's model of giving orders before battles and then being allowed to tweak after a time lag is much better than it. Oh, and I loathe the strategic map because of it's rather stupid boardgame behaviour -what's that, I don't know where the king is, so I can't offer an alliance? What's that, the aim is to conquer most of Europe? I'm too much of a history lover to be able to deal with it.
JA2 and X-Com: I think that these are much better ways of implementing strategy and tactical combat, for the reasons you said Araanor. And, the tactical combat engine tends to be much better - one could say the focus of the game. The tactical combat in AoW2 is pretty terrible IMHO. My gripe is really about 4x games with tactical combat, one reason I can't hack AoW2.
Anyway, Brad Wardell makes a different but interesting
point:
11. TS: If I understand correctly, there are no tactical battles or multiplayer in GCII. Could you briefly explain why and go over their prospects for the future (either in an expansion or the next version)?
Sure. The problem with tactical combat is that it tends to consume the overall game.
Picture this – you’re in a galaxy-wide war. There are literally thousands of worlds. Thousands of ships. A given game turn might have two dozen battles.
Now imagine if the player had to tactically fight each of those battles? Most of the player’s time would be spent there instead of running a galactic civilization, which is what the game is all about. Now, you say “well, just put an ‘auto fight’ button.†But using Master of Orion, the gold standard of 4X games, we know that tactical AI is almost never as good as a decent human player. So good players would feel like they had to fight the tactical battles if they were going to be remotely close in order to maximize their results.
I'd also agree with that. I love a good tactics game (like Legion Arena) and a good 4x strategy game, but there are few instances when the two go well together. I'd prefer developers, rather than going for the kitchen sink approach, to develop a streamlined, elegant, different model for a strategy game.
Case in point: Slitherine and Chariots of War. It's a good game, which simulates the ancient near east pretty well. It had automated tactical battles (choose the orders and they go - similar to the reality of the time,), no tech research (it just 'happened', much like the time), and no diplomacy, again similar to the way things worked then. And then virtually every game reviewer expected it to be like Civ, complained it didn't have research or diplomacy, and gave it a low mark. Lo and behold, Slitherine decided to mark Spartan, where there's diplomacy and tech tree research. Another different gaming model down the pan, in exchange for generic concepts.