dh_epic
Cold War Veteran
HOW A GAME INTERFERES WITH HISTORY
There is a special class of problems that Civilization will never solve.
They are fundamentally part of Civ being a game, and we absolutely want them there. But in making Civ a game, it also makes Civ fundamentally unrealistic.
Since these factors can't be resolved with more realism, they need to be resolved with an equal but opposite gameplay effect.
Decisive Winner in Civ
What would happen if in reality, there was a decisive winner?
Everyone would suddenly pursue these well defined goals. NASA would be under constant attack, and people would be taxed to all hell to pay for science output. Or everyone would be at constant war, trying to accumulate 50% of the world's territory.
That's how Civ is, in fact. 50% science rate, constant war, and throwing a nuclear missile at their mission to Alpha Centauri if you need to. The Civ world falls apart because it is highly competitive, whereas reality is much more stable, relatively speaking.
Time Limit in Civ
If having a decisive winner breaks history, then having a time limit encourages you to break it.
Imagine if we knew the world would end -- I mean KNEW. God came down and said we'd all be dead in one year. And God also said that the only people who would get to heaven would be the citizens of the nation who could dominate the most of the world. To make matters worse, God tells the world in 4000 BC. This definitely changes history in crazy, unstable ways.
Suddenly, those nukes start flying -- we want to get to heaven. Those last 10 turns of Civ are pretty wild, because those are the turns when you know you need to make your move, and there are no consequences after your actions. Kind of like making a move on the annoying clingy girl with big boobs on prom night, because you know that you don't have to see her after graduation day. The nukes start flying, but you don't care because you don't have to live there passed 2050. This is way different from reality.
Pride in Reality
For me, I'll always pick on the weakest nation I can find first. Call me a coward, but I call it smart, and I always win because of it. Eventually I'll have to pick on a nation that is large, but by then it won't be as large as me, because I was smarter.
In history, people have utterly *ignored* weak parts of the earth and driven their forces directly into the toughest competitor. Why? Pride. Pride of the leader, or pride of the people. They take a risk because they believe it's the right thing to do. It's the reason a small nation will fight a bloody battle against a top dog -- because it will bring them glory, and nothing else.
But the best Civ players don't do this. Only other players who enjoy a serious advantage would do this, out of sheer enjoyment.
Altruism in Reality
If real life were Civ, Britain would never have liberated France, they'd have kept it for themselves. In reality, Britain not only liberated France because their existence helps them prosper, or because occupying them would have been difficult. They really did it because it was the right thing to do, and that keeping the moral high ground was important.
There is no moral high ground in Civ. There is only a power high ground, a culture high ground, and a score high ground. Ignoring the moral high ground is a competitive edge -- any Civ who ignores morality will be more likely to win.
Summary
There are a lot of things you'll see in Civ that you'll never see in real life. And there are a lot of things you'll see in real life that you'll never see in Civ. This is because Civ is guided by competition and well-defined goals, whereas reality is often guided by morality and idealism and a hope to sustain your Civilization.
THE PROPOSAL (Finally)
(This doesn't prohibit other gameplay mechanisms, in addition to it.)
Glory Victory
For all the above disparities that can't be resolved with good gameplay mechanisms alone, you give a special kind of bonus point to them, as as such a special kind of victory.
I've sometimes called this "Historical Victory". Another term would be "Challenge Victory", "Legend Victory", "Risk Victory", or anything that gives the idea that you're doing something kind of risky and contraversial, but that will be remembered by people around the world with awe if you pull it off. These actions make your empire more glorious, even if it doesn't actually improve things for your people.
Pride: Rome and Persia are the two biggest empires, with numerous lesser Civilizations in Europe. Rome looks at the Goths and figures "forget them. I know I'm better than them. But I will prove myself in battle with Persia". Rome gets historical points for challenging Persia, who is much more dangerous, instead of copping out and conquering the weakling first.
Altruism: Rome is going for the domination victory and conquers France. Britain liberates France and restores equilibrium to the world... and in doing so, they don't just stop Rome, but get themselves one step closer to victory. Britain has positioned itself as the world's liberator, and just might win the game because of it, all without conquering more than an Island. And right down to the last 10 turns, many Civs are hoping someone will make an aggressive move, so they can liberate a Nation and clinch Glory Victory.
FINAL WORD
This is different from just "Score" in Civ. which still reward the conventional quantifiable benefits. This actually rewards people for doing dangerous, risky, legendary, or moral things that often occur in history... even if they sometimes have less perceivable benefit than doing the easy or vicious thing.
There is a special class of problems that Civilization will never solve.
They are fundamentally part of Civ being a game, and we absolutely want them there. But in making Civ a game, it also makes Civ fundamentally unrealistic.
Since these factors can't be resolved with more realism, they need to be resolved with an equal but opposite gameplay effect.
Decisive Winner in Civ
What would happen if in reality, there was a decisive winner?
Everyone would suddenly pursue these well defined goals. NASA would be under constant attack, and people would be taxed to all hell to pay for science output. Or everyone would be at constant war, trying to accumulate 50% of the world's territory.
That's how Civ is, in fact. 50% science rate, constant war, and throwing a nuclear missile at their mission to Alpha Centauri if you need to. The Civ world falls apart because it is highly competitive, whereas reality is much more stable, relatively speaking.
Time Limit in Civ
If having a decisive winner breaks history, then having a time limit encourages you to break it.
Imagine if we knew the world would end -- I mean KNEW. God came down and said we'd all be dead in one year. And God also said that the only people who would get to heaven would be the citizens of the nation who could dominate the most of the world. To make matters worse, God tells the world in 4000 BC. This definitely changes history in crazy, unstable ways.
Suddenly, those nukes start flying -- we want to get to heaven. Those last 10 turns of Civ are pretty wild, because those are the turns when you know you need to make your move, and there are no consequences after your actions. Kind of like making a move on the annoying clingy girl with big boobs on prom night, because you know that you don't have to see her after graduation day. The nukes start flying, but you don't care because you don't have to live there passed 2050. This is way different from reality.
Pride in Reality
For me, I'll always pick on the weakest nation I can find first. Call me a coward, but I call it smart, and I always win because of it. Eventually I'll have to pick on a nation that is large, but by then it won't be as large as me, because I was smarter.
In history, people have utterly *ignored* weak parts of the earth and driven their forces directly into the toughest competitor. Why? Pride. Pride of the leader, or pride of the people. They take a risk because they believe it's the right thing to do. It's the reason a small nation will fight a bloody battle against a top dog -- because it will bring them glory, and nothing else.
But the best Civ players don't do this. Only other players who enjoy a serious advantage would do this, out of sheer enjoyment.
Altruism in Reality
If real life were Civ, Britain would never have liberated France, they'd have kept it for themselves. In reality, Britain not only liberated France because their existence helps them prosper, or because occupying them would have been difficult. They really did it because it was the right thing to do, and that keeping the moral high ground was important.
There is no moral high ground in Civ. There is only a power high ground, a culture high ground, and a score high ground. Ignoring the moral high ground is a competitive edge -- any Civ who ignores morality will be more likely to win.
Summary
There are a lot of things you'll see in Civ that you'll never see in real life. And there are a lot of things you'll see in real life that you'll never see in Civ. This is because Civ is guided by competition and well-defined goals, whereas reality is often guided by morality and idealism and a hope to sustain your Civilization.
THE PROPOSAL (Finally)
(This doesn't prohibit other gameplay mechanisms, in addition to it.)
Glory Victory
For all the above disparities that can't be resolved with good gameplay mechanisms alone, you give a special kind of bonus point to them, as as such a special kind of victory.
I've sometimes called this "Historical Victory". Another term would be "Challenge Victory", "Legend Victory", "Risk Victory", or anything that gives the idea that you're doing something kind of risky and contraversial, but that will be remembered by people around the world with awe if you pull it off. These actions make your empire more glorious, even if it doesn't actually improve things for your people.
Pride: Rome and Persia are the two biggest empires, with numerous lesser Civilizations in Europe. Rome looks at the Goths and figures "forget them. I know I'm better than them. But I will prove myself in battle with Persia". Rome gets historical points for challenging Persia, who is much more dangerous, instead of copping out and conquering the weakling first.
Altruism: Rome is going for the domination victory and conquers France. Britain liberates France and restores equilibrium to the world... and in doing so, they don't just stop Rome, but get themselves one step closer to victory. Britain has positioned itself as the world's liberator, and just might win the game because of it, all without conquering more than an Island. And right down to the last 10 turns, many Civs are hoping someone will make an aggressive move, so they can liberate a Nation and clinch Glory Victory.
FINAL WORD
This is different from just "Score" in Civ. which still reward the conventional quantifiable benefits. This actually rewards people for doing dangerous, risky, legendary, or moral things that often occur in history... even if they sometimes have less perceivable benefit than doing the easy or vicious thing.