The best designed 4X of all time was MoO 1, and it had very little micro. What little micro existed was very easily controlled. Planetary management was brilliant -- the slider system wasn't any less deep than having a build queue, but infinitely faster and didn't even need it's own screen. Micro heavy games tend to be light on strategy, and heavy on memorization and repitition. Galciv 2 was no different, and it got to the point where I could win any game without saving at the hig
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