Earlier quoted context omitted.
The only other games in that vein I remember were Yoda Stories and I Indiana Jones Stories from LucasArts. Hopefully someone else knows the one you're thinking of.
I found it. It must have been one of the Harpoon games. Most probably "Harpoon Classic 97" https://www.mobygames.com/game/harpoon-classic-97
Master of Orion
101–102 of 102 posts
Re: Master of Orion
#102Are there any games like Civilization and Master of Orion where the number of units and choices in the later game don't get so overwhelming? I usually lose interest at this point but enjoy the early game. It's not the same kind of game or as grand in scale, but I really enjoyed Into the Breach because each turn you only have a limited number of choices and units each turn, and each choice feels important.
I usually lose interest at this point but enjoy the early game. I suffer from the same problem. I love these games. I've played Civ 1-5, Alpha Centauri, Master of Orion 2, Master of Magic; all quite extensively. Every single time I get bogged down in the late game. I automate my bases/cities/planets with all of the available automation options and then try to wrap things up as quickly as I can but it always takes lon…
Try Stellaris then; vassalizing your opponents is a great strategy (even more so now that they have fixed a few things). Another strategy is to force your ideology on them, changing them into an empire with ethics more like your own who can become an ally.
> there's an additional problem: you are often so far ahead of the computer AI opponents that it feels like you'd have to make some huge mistakes to give them any hope at all. It can then feel very frustrating that you're so far ahead but must still go through the whole song and dance to finish the game.
Stellaris has an interesting innovation here too. As the end of the game approaches, there is always a Crisis which is more powerful by far than any of the AI. A good human player can beat the crisis head–on in most cases, but it is definitely a challenge. In fact, the whole game can be seen as an escalating series of boss fights built into the 4X framework, with the crisis as the final boss.