Civ4: strategy GAME vs. historical SIM (long!)

Padmewan

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Underlying a lot of the bickering on this and other forums about Civ4 and, in particular, its military units is a disagreement between whether the Civilization franchise should focus on being a GAME for pure fun or a SIMULATION that bears a resemblance to "the world as we know it."

GAMERS complain when a unit is "unbalanced" (in being either over- or under-powered). People who like SIMULATION complain when a unit is named "Praetorian" rather than "Legion."

I believe that Civilization should fundamentally be a fun GAME. However, I feel that what distinguishes it from, e.g., "Rise of Nations" is that it doesn't just use historical flavor to "skin" what's essentially a complex version of chess/rock-paper-scissor, but rather that it makes some effort to reproduce history (and, paradoxically, alternative histories) accurately and in a way that feels "right." This is a difficult balance, and I applaud Sid, his team, and everyone else involved with the project (modders included) in striving to balance both.

Although I am a relative newcomer to the franchise (I was first addicted to SMAC), I feel that Civ4 is weighted towards the GAME side and worked just a little less hard on SIMULATION. If you read the appendix, I think you will see that the designers focused on FUN (which I agree with) but there's very little mention in there of trying to make the game feel "right" (other than trying to minimize the "tank vs. spearmen" phenomena, which I would argue is BOTH not fun AND not realistic.).

I cannot fault Firaxis for choosing this path, as the computer game market is competitive and not exactly exploding. I also think that I'm probably in the minority in my feelings about this game (critics who I'm sure will respond with "Go play SimCiv" are totally right, except that there is no such game!).

Here are just a few of my thoughts about Civ4 "realism." I know that attempts to make the game more realistic will probably reduce the "fun" element (hence my initial attempt to identify the two as in tension), but personally I would like a somewhat better balance:

  • Culture: I had this problem with Civ3 as well. While it's a fascinating gameplay mechanism, I find it hard to "believe." The very term "culture bomb" points to the fact that this has become a game mechanism more than any kind of accurate portrayal of history. Just for my own satisfaction, I would be curious to learn of instances when cities "flip" as a consequence of culture -- I'm sure there are some.
  • Military: This has been debated ad nauseum in these fora. I feel like the biggest indicator to me that the military aspect of the game has been skewed towards "GAMER" is that units were ahistorically renamed, e.g. the "Praetorian" instead of "Legion" or "Phalanx" rather than "Hoplite" just to keep the game "fresh" and "different." A minor quibble, IMHO, but to me it points to a different underlying set of priorities.
  • Religion: I rather like the way religion is handled in Civ4, or at least feel like it's a good start. It adds a new dimension of complexity and mostly feels "right," and is a brilliant mechanism to set up worldwide factions that, in Civ3, was inadequately modeled by a loose idea of "race" (the Euro, Asian, MesoAmerican, Ancient/Middle Eastern blocs). However, I do think that, probably in the interest of PC-ness, religion was handled too "soft." Having multiple religions in a city is usually a good thing, and unlike in, e.g., Medieval:Total War, never seems to cause tension, riots, etc. This is, of course, totally historically inaccurate, and while I can see how setting it up this way would reduce the "fun" factor, I also think there's more work to be done on religion as a game mechanism. I would have liked to have seen more or perhaps different religions for the sake of ahistoricity, e.g. what if the Greek pantheon had survived to modern times, etc? Perhaps another example of trying to include modern "major" religions for the sake of PC and thus avoiding a decision about what the "great" religions in history have been, even if waning or extinct.
  • Along with religion, Diplomacy is a BIG step forward in Civ4 in realisim AND fun from Civ3 (in this case, the both definitely go hand-in-hand).
  • Civilizations as city-states. There is no way for me to make this critique without questioning the underlying premise of the entire franchise, which is to build a civilization on the backbone of powerful cities. This is all true, particularly in early history, but as modern transportation arises, the idea that a city the size of, e.g., New York can only exist if there's a big fat cow pasture sitting somewhere in Westchester becomes rather weird. I will say that the concept of hamlets is a MAJOR step forward (and away from the city-state). Also, the removal of city-specific "corruption" is also a major step away from this problem. Cities are a good way to give the player a "unit" to play with, but I wonder if there isn't a better way to represent the entire nation-civ in addition to civics?
One of the greatest pleasures I, personally, found in playing Civ3 was, in a sense, "learning" about history by playing it. Not so much the facts, e.g. when reading the Civolopedia (which I do, and which I desperately miss!), but from thinking about why nations need to build up a strong military, and how that comes at the expense of other priorities; or finding myself suddenly fighting a war over oil (!!!), or seeing how the rise of machine guns (infantry) caused the slog that was WWI until the invention of tanks. (Indeed, the WWI era was very well done with the combination of infantry, cavalry, and artillery that produced bloody meat-grinders everywhere). I guess I am somewhat sad that no such moments have arisen in Civ4. I'm positing in this thread that this is because the game focused a bit less on historical accuracy, but I'm more than willing to accept that maybe it's because Civ3 was new to me (SMAC doesn't count, of course!) while Civ4 is an upgrade of the same.

I do think that it's an impossible challenge to model such a long sweep of history with the same game engine, and that the C3C Conquests in some ways captured the "feel" of a particular slice of history better than Civ3 as a whole did. Since you can't change the rules of a game willy-nilly as the game proceeds, I suppose I'm also in the camp waiting for some cool, era-specific mods to come out. (As a final aside, I'm happy that Civ4 captured the feel of my favorite C3C mod, the Seven Wonders, in giving you all the super-early choices on worker techs... accurate or not, that IS fun in my book!).

Thoughtful responses welcome!
 
Padmewan,

Very nice post!

As far as culture flips historically, I think you should view those as 'revolts'. History is replete with examples of military conquest, but the population often rises in revolt. The idea in the game is the more the conqurered territory divurges culturally, the harder it is to maintain the conquest and the more likely the city or country revolts to throw off the foreigner.

So, the Netherlands 'flipped' under Spanish rule. Sicily 'flipped' under the war of Sicilian Vespers.

After WWII, most of the colonial empires 'flipped' to local governments.

I admit the culture 'bomb' may be harder to justify.

Best wishes,

Breunor
 
Padmewan said:
Underlying a lot of the bickering on this and other forums about Civ4 and, in particular, its military units is a disagreement between whether the Civilization franchise should focus on being a GAME for pure fun or a SIMULATION that bears a resemblance to "the world as we know it."

Not quite. For me at least, to BE fun, it has to not be too abstract. The debate seems to be over what is 'too abstract'.
Padmewan said:
GAMERS complain when a unit is "unbalanced" (in being either over- or under-powered). People who like SIMULATION complain when a unit is named "Praetorian" rather than "Legion."
I think the bigger debate, irrespective of it name is that it should behave at least something like a roman legionary. If it behaved like an archer, I think we'd all find it at bit off.
Padmewan said:
I believe that Civilization should fundamentally be a fun GAME. However, I feel that what distinguishes it from, e.g., "Rise of Nations" is that it doesn't just use historical flavor to "skin" what's essentially a complex version of chess/rock-paper-scissor, but rather that it makes some effort to reproduce history (and, paradoxically, alternative histories) accurately and in a way that feels "right." This is a difficult balance, and I applaud Sid, his team, and everyone else involved with the project (modders included) in striving to balance both.
I can't see anyone disagreeing with this, except my point would be they have to some degree failed in the combat model to 'reproduce history (and, paradoxically, alternative histories) accurately and in a way that feels "right.'
To be critical, sometime I don't even think they tried.
Padmewan said:
although I am a relative newcomer to the franchise (I was first addicted to SMAC), I feel that Civ4 is weighted towards the GAME side and worked just a little less hard on SIMULATION.

Agreed. I felt that they had the balance between game and simulation reasonably well in Civs2 and 3, but have missed this target (if they aimed for it) in Civ4.



Padmewan said:
[*]Military: This has been debated ad nauseum in these fora. I feel like the biggest indicator to me that the military aspect of the game has been skewed towards "GAMER" is that units were ahistorically renamed, e.g. the "Praetorian" instead of "Legion" or "Phalanx" rather than "Hoplite" just to keep the game "fresh" and "different." A minor quibble, IMHO, but to me it points to a different underlying set of priorities.

I'd love to believe these units were named so to be fresh and different. I just have a horribly feeling it was due to (as is well known) lack of research with the game being rushed out due to publisher preasure.

Honestly how many people know what a Preatorian was compared to a legionary?
 
Breunor said:
As far as culture flips historically, I think you should view those as 'revolts'. History is replete with examples of military conquest, but the population often rises in revolt. The idea in the game is the more the conqurered territory divurges culturally, the harder it is to maintain the conquest and the more likely the city or country revolts to throw off the foreigner.

The problem with this is: How often is it recorded that single border cities flipped to the bordering empire? I know about many revolts, but I don't know any that was limited to a single city "transferring" between two bordering empires ...
 
symon said:
Honestly how many people know what a Preatorian was compared to a legionary?

I think you are digging yourself into a hole with that one, but I know what you ment. I think it is safe to say that legionaries are far more well known then preatorian guards. I agree with the balance issue too, having a SoD army of 30+ bodyguards seems a little odd...

Good Topic in general though, I must say I agree with many of the points put forth in the first entry.
 
I see Civ as a strategy GAME with a lot of historic references and influences, moreso than being a simulation.

It would be ideal if more developers came out with similar games to try slightly different approaches and variations, because Civ cannot be everything. But sadly there are few turn-based games and bucketloads of RTS games. Rise of Nations is the only RTS type of game I can stand to play (I love it, actually) and that's probably because it's the most like Civ.
 
Well, Rise of Nations shares pedigrees with the Civ franchise so I can understand the overlap (and IIRC it even adopted the culture borders concept).

w/ respect to my original post, the part of the game that feels most exciting and immersive to me is in the ancient era, when I can imagine explorers and settlers in a wild land full of dangerous fauna and barbarians. Perhaps because I know so little about what was life was "really" like then. I could also imagine more easily civilizations being "at war" for centuries, not because they formally declare war on each other but because life then was nasty, brutish, etc. But it gets a little harder to imagine wars stretching hundreds of years later on, and that's when the "strategy" part of the game gets a little muddled for, like the tactics of war get too mixed up in the strategy of the overall game. But I can't really imagine any satisfying alternative to this, except that the most successful player-led wars are generally limited-objective or a quick decapitating strike followed by absorption.

Another aspect from Total War that I rather liked was that your leader died, and that nations could break into civil war. In response to Psyringe, it seems more accurate if a city rebelled and became "barbarian" or "rebel" (in Total War) than to just go over to another empire, and that it revolts not because of the other civ's strong culture, but because of the losing civ's weak control or conflicting culture. But I suppose this is might just be semantic and too much detail, since the neighboring civ would just pick up some axes and conquer the newly-liberated city if that happened...
 
Padmewan said:
Underlying a lot of the bickering on this and other forums about Civ4 and, in particular, its military units is a disagreement between whether the Civilization franchise should focus on being a GAME for pure fun or a SIMULATION that bears a resemblance to "the world as we know it."

I don't think there should be a conflict between these aims. Civ is supposed to be a game representing human history; as such, it should be both fun and true to life, and there's no reason why it shouldn't be both.

"True to life" doesn't mean going into great detail. That's not fun, except perhaps for obsessive micro-managers. For me, it just means that the game mechanics should not be obviously wrong when compared with reality. Civ could be a much simpler game than it is, but still represent reality in a simplified way. Simplifying reality is absolutely necessary, because Civ couldn't possibly simulate reality in every possible detail, nor would anyone want it to.

Personally, I wish that Civ were both simpler than it is and more realistic than it is -- both of which would make it more fun for me.

Padmewan said:
Culture: I had this problem with Civ3 as well. While it's a fascinating gameplay mechanism, I find it hard to "believe." The very term "culture bomb" points to the fact that this has become a game mechanism more than any kind of accurate portrayal of history. Just for my own satisfaction, I would be curious to learn of instances when cities "flip" as a consequence of culture -- I'm sure there are some.

I agree that culture in reality doesn't work as it does in the game. In the game, I've definitely had cities flip over to me as a result of culture; in some cases, quite large cities.

In reality, this sort of thing is not going to happen as a result of theatres or paintings. Real people are more likely to be seduced by wealth. You see all the Africans trying to get into Europe, or the Mexicans trying to get into the USA. What are they after? A better standard of living. But that still doesn't mean that Mexican cities flip over and join the USA, nor that Moroccan cities request Spanish nationality. That sort of thing hardly ever happens in any circumstances.
 
Excellent thread :)

Regarding culture flips then it could also be said that East Germany 'flipped' back to West Germany.
 
Yzman said:
I suppose that you could say that Texas kind of flipped to the USA.

If Im remembering American History 101 with any accuracy there was a short period of relative "Barbaric" independence, shortly followed by the flip to join the cultural conglomerate that is the United States. :D
 
CyberChrist said:
Regarding culture flips then it could also be said that East Germany 'flipped' back to West Germany.

Quite a good example, but a rather unusual situation: the East Germans were Germans all the way through, so they were just rejoining the rest of their own people.

In Civ, you're more likely to see completely different ethnic groups suddenly merging with each other: very uncommon in reality.
 
culture flipping is an abstract concept that can't be found in real life, because.. it's an abstract concept!

i'd rather have something that works well (like culture flipping) than something that was historically accurate that didn't work well, or was too complex and bogged down gameplay.
 
warpus said:
culture flipping is an abstract concept that can't be found in real life, because.. it's an abstract concept!

i'd rather have something that works well (like culture flipping) than something that was historically accurate that didn't work well, or was too complex and bogged down gameplay.

An abstract concept is only an abstract concept if it represents something "real." What you're saying is not that it's an abstract concept, but that it's a made-up one.

Culture was ADDED in Civ3 as a new idea, probably as a gameplay balance idea that encouraged players to concentrate not just on ec/military but also on culture-related civ improvements. It works, but the question is has it become self-justifying? (And I ask this as a "Builder" who LIKES to focus on building culture, etc.)
 
Jonathan said:
I don't think there should be a conflict between these aims. Civ is supposed to be a game representing human history; as such, it should be both fun and true to life, and there's no reason why it shouldn't be both.

"True to life" doesn't mean going into great detail. That's not fun, except perhaps for obsessive micro-managers. For me, it just means that the game mechanics should not be obviously wrong when compared with reality.

Well said!

This is exactly my beef with the game. I think that Firaxis should have been able to produce a game that was both engrossing and not add odds with reality and the history it purports to be based on.

Fun for everyone and fun for those who know their history.
 
Jonathan said:
"True to life" doesn't mean going into great detail. That's not fun, except perhaps for obsessive micro-managers. For me, it just means that the game mechanics should not be obviously wrong when compared with reality. Civ could be a much simpler game than it is, but still represent reality in a simplified way. Simplifying reality is absolutely necessary, because Civ couldn't possibly simulate reality in every possible detail, nor would anyone want it to.
The problem is that everybody has different definitions of "obviously wrong". For example, I have no problem with a Spearman having a (literally) 1 in a million chance of beating a Tank because a bazooka isn't the ONLY way to take out armor, just the only one that's liable to work on a consistent basis. To others, however, a Spearman EVER beating a Tank is "obviously wrong".

There are plenty of "obviously wrong" matchups that I could point out that everybody seems to ignore, too, but nobody makes a fuss because they either don't realize that it's "obviously wrong" or don't care.

So, whose definition of "obvioiusly wrong" is Firaxis supposed to use?
 
Regarding Culture flipping... Don't cities flip when there is more of a new culture in the city than the original culture. (ei. more citizens from a neighbouring empire than the current one)? This would suggest that the citizens are not flipping to a different empire but rather immigrated citizens want to join their former homeland.
 
Jonathan said:
...the East Germans were Germans all the way through, so they were just rejoining the rest of their own people.
In Civ terms - a city that was conquered by a culturally inferior civ flips back to orginal owner ;)


Jonathan said:
In Civ, you're more likely to see completely different ethnic groups suddenly merging with each other: very uncommon in reality.
Uncommon yes, but not unheard of. The act of King Attalus III testamenting the city state of Pergamum to Rome would qualify as a cultural take over in my book.
 
Psyringe said:
The problem with this is: How often is it recorded that single border cities flipped to the bordering empire? I know about many revolts, but I don't know any that was limited to a single city "transferring" between two bordering empires ...

In 'real life', what we usually see is a city declaring independence, not necessarily going over to another power -- but there are cases, usually involving forms of independence. So we see the Marmertines having Messina join with the Romans instead of being under the power of Syracuse. I can give other examples. The main point is that the game wouldn't work as well with a 'pure' revolt. The culture flip is a game mechanism that militarily superior countires from defeating lesser militaries, but not able to controlt he area.

A more realistic game (like Europa Universalis II) has revolts going ALL of The TIME -- but the game system handles it well. The city will revolt and be taken over, but there are constant revolts.

Best wishes,

breunor
 
Once more the age-old debate. For me gameplay beats "realism". If for you it goes the other way you will NEVER be satisfied with any game or simulation. Any simulation cannot take into account the many factors that affect results and whatever factors are chosen will result in some dissatisfaction. For me CIV 4 did a good job of "plugging the holes" where the human could easily defeat the AI.

They have reduced benefit of the stack.
They reduced benefit of artillery(cannons, etc)
They have reduced benefit of building just one unit i.e. Cavalry.
They have complicated the unit assortment forcing combined arms.
They have fixed the border issues.
They have added religion which complicates relationships.
They have added promotions which is a new complication.
They have eliminated armies.
They have reduced impacts of wonders.
They have complicated governments with civics offering true offsets rather than just Communism for war, Democracy for research.

All of this has benefited game play. If it is not "realistic" then write back when you find a game that is.
 
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