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#16
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the game is faster
the player needs to react quickly
micro-control
multiplayer
This is the best...

Whatever
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#17
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what are you, a proofreader?

Be strong. Believe
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#18
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...born into the wrong body...

actually liking something doesn't necessarily mean being incredibly skilled at it

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#19
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This is the best...
I prefer a focus on strategic aspects...
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#20
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That's why I've always treated Heroist so well, because he's Korean, and I'm Japanese... Wait a minute...

Стартовый пост - Квенты - Разное - Список НПС - Турнир -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария

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#21
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It also needs to be clarified whether he is from North or South Korea.
А, вот почему.

🏹🎪+⛓️♿=💕
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#22
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judging by the presidents.

Be strong. Believe
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#23
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What do you think? :cool:

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#24
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One map in a typical RTS game takes 10-30 minutes to play.
One map in a TBS game takes, at best, 3-5 hours, and at worst, a week (or three years in Civilization on a marathon with the largest map) (not counting 1v1 on Jebus), and it's unlikely to be finished.

In most RTS games, you need to build workers, use them to construct buildings, and order upgrades, and that's where the micromanagement of the base ends. And if we take Sid Meier's Civilization as an example, all of this is reduced to an absolute minimum – you start a map and you're already playing.
In the vast majority of TBS games, you are overwhelmed with unnecessary management of cities/bases, which practically do not differ from each other, especially in Firaxis-style games with wheat and hammers, and a dozen menus to click through on each turn, and the interface is cluttered with tooltips that take up half the screen.

My choice is RTS! :smile54:
My sword, my trusted ally, unphased by my aspect.
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#25
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RTS games are not only similar to each other, but the matches themselves are also quite monotonous. You build a base, and the next time you build a base again, and then you build a base again. This would be fine if the matches weren't short. But maybe some people like it when there are a lot of repetitive elements.

Be strong. Believe
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#26
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RTS games are not only similar to each other, but the matches themselves are also quite monotonous. You build a base, and the next time you build a base again, and after that, you build a base once more.
Even that's not quite right. You build a base and send units to scout the territory to know where to build another base.
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#27
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you build the same base every time in team battles.
But here, at least, you plan it in real-time on a real game map, based on the events happening during the game, where sometimes you need to do things like instantly buying and selling, blocking units with buildings, maneuvering around them, keeping track of the location of buildings, combines, and so on, and make all decisions right now, not after ten minutes of deliberation.
And there, what, whoever builds the capital faster and gets better neutral spawns wins, after a hundred hours.

Whatever
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#28
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on a real game map
Something similar happens in TBS games.
based on the events unfolding during the game
Just like in TBS games.
where sometimes you need to perform things like instant buying and selling
I see this more often in TBS games than in RTS games. As well as instant unit repurchase.
with combos
The same as monitoring, say, mines in Heroes.
and make all decisions right now, not after ten minutes of deliberation
IT'S A MATTER OF PREFERENCE.
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#29
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not all TBS games require base building, and even when they do, it's usually not for very long. As for the building placement... well, that's just how it is, I guess. Maybe I should just play something else. And if I ever want something similar, I'd rather play RimWorld or games like that.

Be strong. Believe
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#30
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I actually see this more often in TBS games than in RTS games. As well as the instant repurchase of units.
Yes, I didn't quite express myself correctly; I was more referring to unloading units from the build queue right at the enemy's feet when they don't expect it.
The same as monitoring, say, mines in Heroes.
Well, I'm not sure about that comparison.

But in general, my main argument is that when it's YOUR TURN in a game, you don't have to worry about anything. Perhaps this isn't the case everywhere, but for the most part, you can calmly plan, knowing that suddenly nothing bad won't happen, unless the power goes out in your house. And that's always been super boring for me.

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