@fireside "Age of Conan", MMO RPG took interesting approach - they made a static, fully playable multiplayer RPG world, at the same time, you could go to NPC and *wait for night*, where you went to same city but during a night, and that world, was singleplayer, made changes and finally, you got into fight of whole city, where bad guys rushed into and you got to kill the leader. Finishing that, you could just move onto next city, as first city was *finished*. As with RPG, it is easy, as you carry on your characteristics with yourself, but to do that in strategy game, would be a challange for developer. This method is good for telling main storyline.
@rouncerSounds like your were dreaming about something like Arcanum: Of Steamworks and Magick Obscura I agree to you, historical precision could be a good selling point.
@StainlessYeah, I have thought about that. But, if game is strategy game, characters could easely die and could be replaced. If time would be fast paced, individual game units could die from natural causes and born new ones. That could be made playeble, I think.
@alphadogI'm more into telling a history, the way people lived back then, origins of nations, historical events and reasons, why they turned out good/bad to one or another side. The thing is, *I'm searching* for that premise, what objective should such game give player. Maybe, manage some sort of achievement system, where player are awarded for joining historical events, that are somewhat aside from main game.
Thanks for fast answers! Waiting for more to come