Elephants in the room from video game franchises or genres no one addresses
01/14/2017 (Sat) 19:26:21
I'll start with a few:
Economic systems in 4x RTS
In the genre of RTS, not one of the 4x RTS out there have ever made economy, outside of militarization, important. Not Empire Earth 2, not Rise of Nations, not Empires: Dawn of the Modern World which was an unofficial sequel to Empire Earth made by the same devs of Empire Earth, not even Sins of a Solar Empire. An honorable mention will be given to Empire Earth 2 as coming the closest at doing so however.
Since EE2's territory system forced to players to not just constantly expand, but build infrastructure to acquire land. Because if they just centralized in one territory they'd soon run out of materials to build stuff out of. Since some materials actually become obsolete as you progress enough in the tech trees plus Epochs. This meant that even players who decided to be a lone wolf "empire" were still forced to either engage in suicidal warfare or trade with enemies or neutral parties.
However, at the end of the day all of this is negated by the fact that you don't need to feed and maintain your standing armies. Citizens are just golem like drones who work until they're killed. Trade relations consists of you not pissing off players/AI until you find the perfect moment to backstab them since you no longer need their resources. This essentially reduces the economic component to nothing more but resource hogging with very minimal management of said resources.