One of the things I find interesting in TGOK is how player objectives diverge from their historical counterparts. (I'm a gamer, weird things interest me. :D )
Using myself as an example, if you tell me if I work at something for 10 years I will reap great rewards, I would probably do this in real life.
But, in a game like this, the point of playing a game in the first place is to have fun (gratification), so who wants to delay that gratification for years? You want to have the fun _now_. Fun is, after all, the entire point. This is particularly true when the game is running slower so your gratification gets even further delayed. Telling me that things will be awesome in 2 years, when that two years will take 2 years (or more) of real time to get here, leads me to discount that course of action versus something more immediate. I find as I've played the game more years, my patience is wearing thinner. I want more results sooner.
Second, as a player, my risk-reward calculations are very different in a game than in real life. In real life if you told me I could flip a coin, heads I win 10M pounds, tails I die gruesomely, I wouldn't flip that coin. Life is pretty awesome, thanks.
But in a game, what is death? If the position becomes 'unplayable', I just drop it without penalty. I move on to some other game. So this exact same proposition in a game context translates more to "50% of the time you will get awesome stuff. 50% of the time you will start a new position." Particularly very early in the game when you haven't invested as much, why not gamble on more? Is dropping a position really that big a hit?
So those two factors in general, I think, cause in-game actions to diverge rather notably from historical norms. We aren't playing the long game, and we aren't afraid of being destroyed, so we tend to look for higher risk, faster reward outcomes.
Nothing wrong with this, really. It makes for more exciting games, I think. But I also think it tends to mean that it is harder to use history as a real useful guide for what to do. I think it also tends to be one of the causes of game 'death'. Since your player incentive is to "win big or go home", the number of players in a game will drop off as those whose gambles didn't pay off drop out. But if winners want to enjoy the fruits of their gamble, they also need the games to last. What, if anything, to do?
This came up in the context of game 10 and the Spanish Succession. I think it is interesting to watch what players will and will not settle for in the process when looking at history as a guide. Historically, I think most nations ended up the poorer for fighting it out. Will be interesting to see how much risk players will want to take to their positions to try to claim more. While it came up in reference to game 10, I do think it is a more general trend.
No real point to this, other than to observe it. Perhaps to invite discussion on how it impacts the game, and what we all think about it.