Risibly Rococco
A few have accused me of developing a 4X/Civilisation Game. I haven’t discouraged them as in some ways I clearly am, however I’ve also made clear that my focus has been on commerce and investment. What is amusing, and I didn’t realise this until very recently, is the degree to which this design is coming to represent my own views on world history and cultural conquest. For instance there’s no war in Colonial Zoo. There’s also no territorial exploration. War and exploration are staples of standard 4X games but they have no real place in Colonial Zoo and I don’t intend change that. I don’t consider war or exploration to be particularly significant drivers of history and cultural development. No, the simple urge to grow and survive as expressed through commerce is the centre of my view of history, and that is being reflected in Colonial Zoo.