Spirit of the Nation (bonus: how to make doing nothing fun)

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Jan 13, 2022
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Spirit of the Nation

i've said something to the likes of this before. time to clarify what it means.

it means that there are three separate levels of controlling a civilization aside from the spirit of the nation you play (which is a normal CIV leader).

-the state
-the leader of the state. a tribal council, a king,
-the people IN the state

your interaction with all three layers will be varied. in relation to the first layer, the state, you can pick a developed state that has reached a certain point in the spectrum as your Chosen State. usually occurs at the development level of say, a feudal kingdom. that is to say, tribal coalitions and city states won't be able to be selected as a Chosen State. when you select a Chosen State you play as that State. You can swap your Chosen State at any time. When your State breaks apart into several States, you will be forced to choose one. If the Han Dynasty breaks apart, you play as one of the warlord states. When the Western and Roman Empires split, you pick between one of them.

in relation to the second layer, it acts as a sort of figurehead independent from you that may cause random events related to the traits of that ruler and the system the ruler is in. yes this means you have to simulate entire royal/imperial dynasties, but unlike ck2 you won't care about that as much. i mean you still will care since family members can cause revolutions, lead armies, create children to support the political system, etc.

in relation to the third layer, the people of the state will sometimes want things different from YOU, the spirit of the nation, from the state's processes, and from the leader of the state. they might cause a rebellion for secular or religious purposes, they might decide to build corporations, to build farms, to build roads, etc. this serves as an 'automate boring things' process. the idea is that only major projects have to be controlled by units you build yourself. the Spirit of the Nation (you) control several Nations that are each tribal polities in eternal war with each other. the Leaders and the People in each Nation are not important, so they can be glossed over by you, and whatever tribal wars they make will be accounted for in terms of population and culture but are automated away.

How to Make Doing Nothing Fun

if you play as the Germans, Franks, Slavs, Celts, Sarmatians, etc, you'll face a big problem: the problem that you can't build great projects, build cities, or anything that a civilized nation like Greece, Persia, China or India can do. All countries would be prevented from exploring a certain distance from their homeland. They would have to send scouts to gather information about tiles, societies, and technologies after a certain distance. So what is there to do?

the idea is that you develop your culture and trade with your neighbors. Bronze Age Scandinavia, which would be a bunch of barbarian cities in a civ game, traded with Greece and Persia. It had amber and gold. for 'developing culture', that'll be tackled in a later post, but succifce to say it's important for two reasons

1. culture is not treated just like a resource you gain, but split into several types and nodes that define your civilization. you would have to break down most of the cultures in the world into separate units that then can be gamified. like a 'literate' 'warrior' 'agrarian' 'greek-style polytheist' 'mountain' culture.
2. in some sort of alternate game mode focusing on the summoning of heroes you would be able to make your own heroes and legends and then summon them.
 
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