Good and Evil

Diogenes183

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I think civs get a good/neutral/evil attribute based on their actions during the course of the game. Certain actions will pull the civilization toward good or evil (starving down a conquered city or using a right of passage agreement to position your army for a sneak attack on the host civ would be examples of an evil action). A civs good/evil alignment will change the look of the cities, improvements, and advisors, confer special units, powers, etc.

Daftpanzer's Celtic Peacekeeper civ would be an example of a civilization with a high good alignment.

The idea has been already been tried and proven worthwhile: Galactic Civilizations and Black & White.

Edit: Read Post #11 for more details.
 
Problem with this is that you wouldnt be able to change your Civ's look, with the system you mentioned from Galatic Civ you are either Good or Evil or Neutral. I doubt that a Civ five hundred years ago would be as evil today or a civ today may have been evil in the past 50 years but isnt today. You see my point this would be to hard to implament in order to be effective
 
There is no good and evil, there is only evil and the absense of evil.

I just made that up.

I do think that maybe there could be a choice at the being of each game that allows you to profile your leader. Maybe choose from a series of questions, multiple choice for each question. Is he reasonable, is he ethical, what level of intelligance, level of charisma, his preferred government, etc....

This will help determine the how the army will follow, how the people perceive him, how he gets along with other leaders.
 
There is no Good or Evil. It's just a matter of taste and opinion.
For example, I doubt that Hitler considered himself as evil even if the rest of the world thinks that he is.

How do you decide what is to be considered evil?
 
Welcome to the forum! :)
I agree good and evil do not work in Civ esp. considering the timespan.
But Civs reputation factors need to be improved.
 
So would good Civs build Temples of Light that repel Evil Units while Evil Civs build Horned Temples of Darkness that mind control their citizens?
 
There can be a blok or group that a certain nation can build and stuff but as far as evil and good....dunno know about that
 
How are we supposed to have axises of evil without Evil?

Seriously tho, if they do incorporate Religion into civ4 you can go on all the crusades you like.
 
PounderI do think that maybe there could be a choice at the being of each game that allows you to profile your leader. Maybe choose from a series of questions said:
I like this idea but it seems it would only work with AI players right? As for the good and evil I say it is a bad idea because people's perception of good and evil usually depends on their point of view alone. It may work to say there are good and evil people but you cannot rightly apply it to a whole nation.
 
Harald said:
There is no Good or Evil. It's just a matter of taste and opinion.
For example, I doubt that Hitler considered himself as evil even if the rest of the world thinks that he is.

How do you decide what is to be considered evil?

Points could be assigned to certain actions, with modifiers possibly applied. Also really high point items can be assigned to things that virtually everyone can agree is evil (enslavement, genocide). Like Hitler, while perhaps he did not think of himself as evil, most people today do.

Also some actions don't become morally relevent until certain technologies are researched. For example, chopping forests has no moral impact most of the game. After Ecology is researched it becomes slightly evil (a base number of evil points) to chop down a forest. Then a modifier is applied based on the global warming situation. If global warming is negliable then you just get the base score. If global warming is severe then the modifier can be quite high. Another example would be enslavement. During ancient and midevil times, enslavement would carry a modest evil score. In the industrial and modern ages, the modifier would increase based on the number of turns since your civ entered the industrial age.

Dr. Broom said:
I like this idea but it seems it would only work with AI players right? As for the good and evil I say it is a bad idea because people's perception of good and evil usually depends on their point of view alone. It may work to say there are good and evil people but you cannot rightly apply it to a whole nation.

Also, it is important to remember that there are no civs that are evil as traits. This would of course offend a lot of people. Which civs are good or evil would change from game to game based on leaders actions. AIs would randomly get assigned different personalities with different good/neutral/evil inclinations at the beginining of the game.

The Last Conformist said:
As far as I understand it, this could pretty much be implemented by making the look of improvements and so on depend on your reputation?

Reputation would definitely be an important subset of this system, but there would be more as well. Reputation is just a measure of how often you have broken treaties and solely effects your ability to make new treaties. You can still have a good reputation and raze entire continents. I think the game would be more complete if it had a moral dimension. Not to say that players should be punished for evil. The evil powers will be equal in strength to the good. Just an awareness.

Colonel said:
Problem with this is that you wouldnt be able to change your Civ's look, with the system you mentioned from Galatic Civ you are either Good or Evil or Neutral. I doubt that a Civ five hundred years ago would be as evil today or a civ today may have been evil in the past 50 years but isnt today. You see my point this would be to hard to implament in order to be effective.

Agreed. This is the single biggest problem with the idea. Civs don't become permanently good or evil so much as they go through periods of it. Germany would be considered getting progressively more evil during the turn of the last century and WWI and finally becoming extremely evil following the rise of Hitler. But today Germany is very good.

Here are some ideas as how to deal with that:

* A civs Good and Evil score work somewhat like city culture. The levels of good and evil are broken into classes, with each higher level progessively more difficult to reach. So from neutral it is very easy to reach Good Level I or Evil Level I, etc.

* The game tracks each civs highest evil score and highest good score during the course of the game (it is possibly that one of these will be neutral). We will call the area between these two scores the span. The span would enclose levels of good and/or evil that the civ has already explored in the course of its history. If a civ is within its span and not at either endpoint then it is "moving within its span" and recieves a bonus modifier of 50% stacked on top of the action base score and any other modifiers. So it is easier for a civ to move within its span. For example, if your civ has become evil and you want to try good, it is easier to shed your evil points than it was to accumulate them.

* At certain points of the game, your good/evil movements would get a multiplier of 100% maybe 200% for a fixed number of turns. For now, lets just say 200%, lasts for 10 turns, and is called Moral Upheaval. This would allow a player or AI to rapidly switch their alignment if they so choose. Like a Golden Age, different events can trigger Moral Upheaval: building a religious wonder, winning or lossing a war, researching a social tech, etc. Unlike Golden Ages, you can have more than one Moral Upheaval. The game would be structured so that during a typical game played to completion, there would 3 to 4 MUs on average.

Given some work, I believe the good/evil mechanics could be worked out.
 
In reality entire nations can't be lumped into "good" or "evil". But then again, the real world doesn't have a score and a time limit. I guess if I've been advocating benefits for atrocities along with penalties on your score, I have to believe they are world punishing. Of course, this isn't so much an objective thing as an intersubjective thing -- most nations around the world will grow upset with someone committing genocide in the modern era.

Why not. Align it up.
 
Pounder said:
There is no good and evil, there is only evil and the absense of evil.

I just made that up.

I do think that maybe there could be a choice at the being of each game that allows you to profile your leader. Maybe choose from a series of questions, multiple choice for each question. Is he reasonable, is he ethical, what level of intelligance, level of charisma, his preferred government, etc....

This will help determine the how the army will follow, how the people perceive him, how he gets along with other leaders.

Sounds strageley like Ogre Battle......


Anyway, the whole good/evil thing could be relative. DIfferent nations would have different moral codes, and based on their personal view of right and wrong would considder other nations good or evil.
Real world example: during the middle ages in Aisa, things like prostitution werren't frowned on, but just eccepted as a part of life. When catholic missionaries from Europe arrived, they say this as sinfull, and judges most Asians to be evil and went to work converting.....

this Idea would be heavily influenced by governments (communism vs capitalism) religieon and your reputation with other civs.
 
Pounder said:
There is no good and evil, there is only evil and the absense of evil.

I just made that up.

I do think that maybe there could be a choice at the being of each game that allows you to profile your leader. Maybe choose from a series of questions, multiple choice for each question. Is he reasonable, is he ethical, what level of intelligance, level of charisma, his preferred government, etc....

This will help determine the how the army will follow, how the people perceive him, how he gets along with other leaders.

This sounds like a good idea, it worked well in Age of Wonders II and in Tropico, if you've played that.
 
E's 2 cents:


Good and evil in civilization should be defined by those Actions a civilization pursues as well as its Policies. Relativity will always exist of course. Is slavery evil? yes it is, now in the 21st century. Was it evil in the 5th century BC when it meant the alternative to a genocidal conquest? Perhaps not. What about free unregulated trade between nations? Most folks when asked if free trade is a good thing today would say yes, of course! But when you explain to them that it would probably mean their job would then move to another country where labor and resources were cheaper they might change their tune. But when you then explain that by raising tariffs and regulating imports they would then be committing their nation to a slow spiral into isolationary economic/scientific death (as when Japan closed their borders during the industrial age(?)) they might change their mind yet again.

On December 7, 1941, Japan launched a pre-emptive strike against the United States of America, slaying thousands of citizens in what was described as 'A day which shall live in infamy'. On August 6 and August 9, 1945, the United States exploded two atomic devices over population centers, eventually slaying hundreds of thousands of citizens. The dire nature of those firestorms was such that they have Never been repeated in 60 years. Both nations detailed valid reasons for their actions. The facts remain, however: the first was a brutal act of treachery. The second and third, horrific destruction of human life. Is it good to defend one's national interests by pre-emptively attacking a neighbor? Is it good to kill 200,000 people to prevent the loss of millions more through a pointless protracted invasion or loss of a potential democracy to totalitarian rule? Do ends ever justify the means? Do I ever get to the point of this post? ha!

What if we were to define the evil and good committed by a cultural group by their overall impact upon the human race instead? Because after all, isn't civilization really the sum total of human progress, not the individual growth of a racial, ethnic, geographic, or religious group? I dont want to start a whole debate about bioethics, euthanasia, etc, things I find abhorrent personally. Rather, what if 'Good' was a way to describe the overall improvement of the human condition? Longer, healthier lives for the individals in a society.. More freedom to govern one's self and to choose a religious faith.. Less fear of violence and tyranny and a feeling of security for one's family.. A rich cultural and artistic heritage.. Strong national pride and tradition.. Feeling that one is important as an individual and needed as a vital member of their community. Most of these things have already been tracked in the 'statistics' screens of the last few Civ games, the screen where you can see your population, land area, literacy, disease rate, family size, etc.

I've read earlier in this topic a reference to reputation being a key factor to diplomatic success. That's been evident in the last few Civ games as well, most countries want a trading partner they can trust. Reputation has very little if anything to do with evil/good I think. An old line about Mussolini used to go, "At least when he was in charge, the trains ran on time." But countries also want allies with common interests. Political structures, religions, economic policies, geography, environmental issues. None of those really pertain to good/evil either, do they? Let's be honest, we can disagree politically or have different views on global warming, but that doesnt mean I am evil and you are good, or vice versa. This all leads to my notion that there should be a disconnect between what is 'evil' and 'good' and what is diplomatically acceptable.

Okay, so what am I getting at, how could this be implemented? Well, for the first aspect.. that of the human condition and overall good or evil of a country... Perhaps a system of migration (which I've also seen mentioned on the forums here) and immigration where citizens of country A, seeing better living in country B would leave their home city, form a settler on their own (controlled by the AI) and begin to physically travel to a better life. Now country A might not be happy with that, after all, there goes their best and brightest! They could choose to capture/enslave the discontents, reeducate them back into their society, but the citizen(s) might remain forever 'drones' as in SMAC. permanently content or unhappy but Never a happy citizen again. They could alternately destroy the settler, creating an 'atrocity' point among other countries (also described in a later post). Or, they could just let the bastards go, hey love it or leave it! Country B is going to have a blessing and a curse when those settlers reach her shores. (assume settler creates it's own sea transport if necessary) The settler will head towards the nearest city in Country B with excess food and automatically joins the population. Country B has the same options A had, in reverse: Let the immigration happen, kill the illegal immigrant (atrocity point), or evict it from the land. (upon eviction, wanderer would look for next best civ). If the immigration is successful, for X turns immigrant will be a drain on the host city's resources and not an effective producer. Now here's the kicker..
New Great Wonder, Statue of Libery (ha, you saw this coming). Requirements: Democracy, at least 3 immigrants to your civilization from another civilization or civilizations. Effects: automatic instant assimilation of further immigrants. Culture + 3 per turn/ + 5 for each immigrant assimilated. *Increases immigration rate* Never expires.
New Great Wonder, Berlin Wall. Requirements: Fascism or Communism, at least 2 emigrants have left your country's borders. Effects: automatic prevention of the emigration process; citizens never leave your cities voluntarily. Culture - 1 per turn, turns one unhappy citizen in every city to content. Increase in worker productivity, and/or decrease in corruption under either fascism or communism but increases war weariness under democracy or republic. Expires with construction of SDI. (couldn't help myself) :lol:

Well, that's all for the good/evil idea. I'll cover reputation later.
-E

"Keep, ancient lands, your storied pomp!" cries she
with silent lips. "Give me your tired, your poor,
Your huddled masses yearning to breathe free,
The wretched refuse of your teeming shore,
Send these, the homeless, tempest-tost to me,
I lift my lamp beside the golden door!"

-Emma Lazarus

"General Secretary Gorbachev, if you seek peace, if you seek prosperity for the Soviet Union and Eastern Europe, if you seek liberalization: Come here to this gate! Mr. Gorbachev, open this gate! Mr. Gorbachev, tear down this wall!"

-Ronald Reagan
 
Okay, last post ran long, apologies! I'll try to keep this more concise.

Reputation and Lack Of.

Most of this already exists in Civ 3 I think. The other countries know when you've been a belligerent, aggressive, backstabbing, freewheeling yadda yadda and they treat you accordingly.. Problem is, they hold their grudges and hold them and hold them and 3 thousand years later, you wonder if they'll ever agree to go to the marriage counselor with you and admit that They might have their own flaws and.. oops, er..

Okay, there needs to be some sort of 'good act'/'bad act' scale. It should not be universal, but rather individual between each pair of nations. Every diplomatic, military, political, and economic action should have bearing on it. Some acts would give positive points, some negative. Some actions should affect all the scales between your country and every other country, things like atrocities (weapons of mass destruction, slaying emigrants/war refugees, genocide - capturing the last city of a country) or great achievements (building a cultural wonder like the pyramids or great library, internet, magellan's voyage or first to research philosophy or other 'key' techs). Some acts should only affect a pair of countries such as belligerence (borders expanding over a neighbor, violating national borders with military/civilian units, breaking one's trade agreement or instituting an embargo) or commonality (similar political/governement structure, cultural grouping, maintained trade agreements, scientific or cultural swaps).

I would very much like this scale to be visible and trackable. I would like a system to overcome a negative relationship with another country, perhaps by offering a gift of culture points, building points/shields, food points, shared research projects (like Master of Orion 2 when both countries benefitted from scientific sharing) or maybe denouncing the other country's enemies (which would lower one's relationship with THOSE countries as much as your target ally would increase). And if one Wanted to instigate a war with another country, allow that as well through denunciations, international propoganda, and in modern times, surgical military strikes that target specific facilities without declaring war.

I would also like a change in governments to have a random (but rational) effect on the diplomacy scales. Similar governments would improve slowly over time, dissimilar ones would worsen. More random effects every hundred turns or so to represent Great Statesmen (Churchill, Jefferson) or Tyrants (Hitler, Pol Pot)

Lastly, there should be a system in place to represent traditional foes/allies.
While many folks have a hard time conceiving of it, I firmly believe a nation can act primarily from a sense of altruism. The Marshall Plan is an example. It Can be in a nation's best interests to rebuild a former enemy.

-E

"Be courteous to all, but intimate with few, and let those few be well tried before you give them your confidence. True friendship is a plant of slow growth, and must undergo and withstand the shocks of adversity before it is entitled to the appellation."

-George Washington
 
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