AI created AARs

Siptah

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In the screenshot thread, the discussion somehow landed on famous writings of history or fiction, and how a game of civ would read if it was summarized in their styles. I asked Chat GPT whether it could write an AAR of a civ 7 game in the style of Gibbons, giving it only three civs and three leaders as info.

Here's the result. Would it be interesting to read such summaries at the end of your games if they drew on the in-game events more closely and would be tailored to civ 7 systems? Or do you have other fun reports to share, giving the LLM more of different info and more interesting writing styles?

Absolutely — here is the beginning of a grand historical narrative, styled in the lofty, reflective prose of Edward Gibbon(The Decline and Fall of the Roman Empire), yet grounded in the fictive chronicle of a Civilization VII game — a great After-Action Report (AAR) from a campaign of glory, folly, and shifting empires.


The Rise and Vicissitudes of the Digital Empires: A Tale of Civilization VII

“History, it has been said, is little more than the register of the crimes, follies, and misfortunes of mankind. Nowhere is this aphorism more accurately exemplified than in the annals of the artificial struggle here presented; where virtual ambition and algorithmic cunning conspire to imitate, with uncanny fidelity, the majestic chaos of real antiquity.”

Volume I: The Reign of Friedrich, Imperator of the New Rome

In the fourteenth cycle of the Digital Aeon, the console was loaded, and the world, as if from the command of the demiurge himself, was conjured ex nihilo — a randomized terraqueous globe, fertile and cruel. Upon its eastern peninsula rose the banners of Rome, but not under the customary visage of Augustus or Trajan. Instead, the eagles rallied behind an unlikely prince: Friedrich Barbarossa, transported by some cruel twist of metahistorical fate from his medieval throne into the seat of the Caesars.

Though German by flesh, Friedrich adopted the vestiges of Roman authority with the arrogance of an emperor and the piety of a pilgrim. His legions marched not from Latium, but from a pristine spawn tile bordered by wheat and river, and blessed with +2 production from adjacent hills. From this providential geography, the empire expanded, its aqueducts constructed with Prussian efficiency, its districts zoned with mathematical precision. Rome, under Friedrich, was less the city of marble and more a machine of iron.

But this golden infancy was not to endure unchallenged.


Volume II: The Dagger of the West – Catherine of the Maya

To the western reaches of the world-map, amidst the jungled terrain and sacred cenotes, arose a Mayan Confederation, but under the stewardship not of Pakal nor Lady Six Sky — but of Catherine the Great, Empress of Russia and Enlightened Despot of Yucatán.

How she came to preside over the observatories and cocoa plantations of that ancient people is a mystery best left to the cryptic algorithms of the game setup screen. Yet lead them she did, with a perfumed hand and a musket in the other.

Her civilization grew tall — cities nestled compactly about the capital of Mutal, each with Campus and Observatory built to exploit the Mayan bonuses. She spied upon the world with a grace inherited from Versailles and wielded her diplomatic visibility like a stiletto. Rome’s expansionism, which Friedrich declared an obligation to civilization, was to Catherine a threat to her symmetrical empire.

Thus, in the late Classical Era, amid the passing of great prophets and the construction of the Oracle, war erupted.

Barbarossa’s legions, emboldened by Oligarchy and adjacency bonuses, stormed into jungle terrain with swords in hand. Yet the Mayan cities, compact and well-defended, proved stubborn. Mutal, with its +10 defensive loyalty, held for many turns, and in that bitter campaign, the notion of a swift Roman conquest died.


Volume III: The Gospel and the Gun — Harriet Tubman of Aksum

Beyond the southern continent, cloaked in desert and incense, flourished the kingdom of Aksum, led by none other than Harriet Tubman, the Liberator of Men, now styled the Shepherdess of Civilization.

Though her historical identity was born of chains and railroads, in this simulation she became a queen of trade and theology. Her caravans stretched from Lalibela to Rome, and her missionaries fanned out with alarming zeal. Her unique bonus — doubling religious pressure along trade routes — became a menace to both Friedrich’s Stoicism and Catherine’s rationalism.

By the Medieval Era, Aksum had become the world’s largest faith, and Tubman’s control of the World Congress was secured not by arms, but by the sanctity of the Sacred Path policy card.

Yet Aksum did not remain a peaceful theocracy. Upon researching Gunpowder and adopting theocracy, Tubman assembled a terrifying army of Janissaries (acquired by levying city-state troops), and declared a holy war on the now-weakened Rome. With the Holy City captured, and St. Peter’s relics paraded through Axumite streets, Friedrich was forced to make peace, his legions shattered by both faith and field cannon.


Volume IV: The Age of Carbon and Iron

In the Industrial Era, the world reconfigured. Rome became a shadow of its former glory, now a loyal suzerain of Lisbon, shipping its meager wares. Catherine had pivoted to a Culture Victory, having constructed Broadway and recruited every Great Artist that had not been assassinated by spies.

Tubman, now a Giga-Theocrat with three Holy Cities under her control, built the Statue of Liberty and earned enough Diplomatic Victory Points to alarm even the AI.

But Rome, once broken, discovered Uranium beneath the ruins of Ravenna. In an act of desperate ambition, Friedrich, embracing Fascism and launching the Manhattan Project, detonated his first bomb over Palenque. The world trembled.

Aksum condemned him. Maya retaliated with partisans. But the digital die was cast.


Volume V: The Inevitable End

The final turns were marked not by glory but by attrition. Catherine, ever the aesthete, won a Cultural Victory on Turn 348, her tourists overwhelming even the sacred cities of Tubman.

Friedrich’s Rome, irradiated and defiant, fell last — its history written not in Latin, but in ones and zeroes.


“Thus ended the seventh iteration of the civilizations of man. In the eternal cycle of simulated empires, what is destroyed may rise again, and what is triumphant today may be tomorrow’s relic. Yet though the engine shuts down and the save file is deleted, their memory — for a moment — endures.”
 
This second one (in style of Terry Pratchett) is actually a pretty fun read, even if it still isn't close to civ 7:

The Slightly Odd But Mostly Epic History of the Known World, as Told by Someone Who Was Definitely There and Probably Pressed “Next Turn” a Bit Too Often

Or: How Confucius Conquered the World, Charlemagne Made It Smell of Perfume and Cannon-Smoke, and Ben Franklin Somehow Ended Up in a Hawaiian Shirt with Nukes


I: Carthage, Spain, Qing, and Confucius — A Man of Many Hats

In the early turns of the universe — back when warriors still poked each other with pointy sticks and didn't yet have Twitter — Carthage rose on the back of elephants, trade, and that annoyingly smug voice Confucius used whenever he unlocked a Civic.

"The superior man is modest in his speech, but exceeds in his actions," he intoned, just before declaring war with six quadriremes and a Scout who thought he was in a different game entirely.
Confucius — yes, that Confucius — had no business running an empire, let alone three. But the AI had ideas, and the random leader/civ matching algorithm was either having a laugh or undergoing an existential breakdown.

As the centuries passed, Carthage morphed, by the logic of historical dialectics (and a very enthusiastic Civic tree), into Spain. Confucius took it in stride. He simply swapped his robes for a conquistador’s helmet, politely asked the Inquisition to be less shouty, and began converting cities using something called “philosophy-flavored jamón.”

Then came the Renaissance. The empire shifted again, this time becoming the Qing Dynasty, because why not?

Confucius, now wearing silk dragon robes and wielding gunpowder like an artist uses oils, calmly suggested his troops stop stabbing things and start blowing them up with great beauty and harmony. “The noble man,” he said, “builds Great Walls. The less noble one tunnels under them.”

At this point, he had three wonders, four great works of writing, and precisely zero friends.


II: Persia, Majapahit, France, and Charlemagne — The Emperor of Slightly Too Much

If Confucius was the thinking man’s conqueror, Charlemagne was the shouting man’s builder. He began in Persia, which confused everyone, especially the Persians.

“Is this Aachen?” someone asked.
“It’s Persepolis now,” came the answer.
“Why are the roads so wide and the statues so French?”
“We’re building a cathedral. And a canal. Possibly through a volcano.”
Charlemagne, wearing a crown the size of a ham and smelling faintly of myrrh and unwashed ambition, was an empire in motion. By the Medieval Era, Persia had morphed into Majapahit, a splendid, spice-scented archipelago that Charlemagne attempted to organize using land-based cavalry.

This worked about as well as you'd expect.*
(*Which is to say: most of the horses drowned, and the survivors unionized.)

But the Emperor adapted. He discovered Shipbuilding and Theology in the same turn, and by the grace of adjacency bonuses, launched a fleet of galleons bearing both religion and a baffling number of baguettes.

By the time the French Empire emerged — as if the universe had finally caught up with Charlemagne’s accent — he already had Eiffel Tower pre-queued and the Louvre built entirely out of tropical hardwoods.


III: Han, Hawaii, America, and Ben Franklin — The Enlightened Tourist With a Musket

And then, there was Ben Franklin.

He started out as the leader of the Han Dynasty, which was known for:

  • Scholarly rigor
  • Enormous bureaucracy
  • A tendency to invent paper, silk, and bureaucracy again, just in case they lost it.
Ben, who historically preferred libraries and kites to warfare, adapted quite well. When in doubt, he’d quote himself:

“In wine, there is wisdom. In water, there is bacteria. In cities, there is adjacency bonus.”
Then came the inevitable transformation into Hawaiian Empire, a cheerful chain of volcanic isles with surfing monks and luaus that produced more culture than a dozen Great Artists could handle.

Franklin, sunburnt but determined, discovered tourism and atomic theory in the same era. Tourists came for the beaches, stayed for the nuclear program.

When America finally emerged (around Turn 215), it was less of a surprise and more of a punchline. Ben put on his bifocals, adjusted his top hat (which now had a little pineapple stitched into it), and built the Manhattan Project between the Film Studio and a Waffle House.


IV: The Endgame — Chaos, Culture Bombs, and the Holy Atomic Enlightenment

By the time the world reached the Information Era, things had gotten, to use the historical term, a bit silly.

  • Confucius, serene and nuclear, declared a Philosophical Golden Age and used Rock Bands called “The Dao is Hot” to spread Qing culture across Charlemagne’s perfume-sodden empire.
  • Charlemagne retaliated by launching Great People into space. He won the Nobel Prize in both Literature and Getting Very Angry At Spies.
  • Ben Franklin built the Hollywood-Los Alamos Complex, a place where celebrities gave lectures on quantum theory before vanishing into silos.
At Turn 338, Confucius launched a Religious Culture Diplomatic Atomic Victory — mostly by accident — while quoting himself:

“The man who moves a mountain begins by carrying away small stones. The man who wins a Civ game does it with Rock Bands, nukes, and a +20 favor lead in the World Congress.”
The screen faded to the Victory screen.

A moment later, the player hit "Play Again."


Appendix: Observations From a Game That Probably Shouldn't Have Worked

  • Confucius was terrifying with Great Wall spam and Theocracy government.
  • Charlemagne tried to build everything everywhere and almost died to loyalty pressure caused by trying to build Paris on a volcano.
  • Ben Franklin nuked a barbarian outpost, then apologized with a tourism brochure.
 
This would be really fun, if you fed in all the raw game data and it could form up a narrative surrounding it.
I'd almost rather just have all the graphs myself so I could draw up my own narratives , but so long as it could read, all the major up-ticks and downturns of game-score for each civ interpret what happened to cause them (possibly civ taking great advantage of their bonuses and exploding in productivity/gold)
I fear it might only be able to detect wars swapping large swaths of productive territory, and those would be the only things that get noted and wise exploitation of advantages.
 
Game summaries like this would be a fitting game-end screen!
Especially if the gamer was given the option of picking the style of the narrative.

Imagine playing a game as Augustus and getting to have your end-game descriptive narrative composed in the style of Polybius or Livy or Pliny the Elder - or that of Julius Caesar's Gallic Wars.

Or finishing the game as Ada Lovelace and getting a narrative in the style of Churchill, Pratchett or Gibbon.

Or playing as Napoleon and having a narrative in the style of Jules Verne or Victor Hugo for a less than serious set of choices.

Ben Franklin with a narrative written in the style of Washington Irving or Tom Paine or Bruce Catton.

The possibilities boggle the mind . . .
 
I am quite certain that AI will be used in this fashion moving forward (as in when the next real civ game is made). Now the trick is to get designers to make a proper game. For example, "Rome's army of an archer and a goatherder swept their enemies before them" just doesn't work. In order to get the game histories to read like real histories the game must play like an alternate history. Which is what they are supposed to be doing.
 
Call me old-fashioned, but I rather like imagining my civ's story myself. All these AI outputs do is irritate me when they get stuff wrong, and I find their imitations a little hollow.
While some of us are completely capable of writing a decent historical or semi-historical narrative, it is a serious challenge for many.

The best of all possible worlds, I think, would be for the game to give you a recap of the major events of your Game: settlements founded, settlements captured, battles lost and won, Legacies achieved and missed, etc. - a 'raw' narrative of major events, devoid of adjectives, adverbs, or sentence structure.

Then allow the gamer to edit that narrative as desired - leaving out, perhaps, the fruitless 600 year siege of Londoniapolis or the loss of the last Treasure Fleet to Chola pirates.

Then let the AI model use the edited narrative as the basis for a History in a given style. That would eliminate the drudge work of writing (because as much as some of us enjoy it, many definitely Do Not) but keep the gamer largely in control of the narrative of his game.
 
While some of us are completely capable of writing a decent historical or semi-historical narrative, it is a serious challenge for many.

The best of all possible worlds, I think, would be for the game to give you a recap of the major events of your Game: settlements founded, settlements captured, battles lost and won, Legacies achieved and missed, etc. - a 'raw' narrative of major events, devoid of adjectives, adverbs, or sentence structure.

Then allow the gamer to edit that narrative as desired - leaving out, perhaps, the fruitless 600 year siege of Londoniapolis or the loss of the last Treasure Fleet to Chola pirates.

Then let the AI model use the edited narrative as the basis for a History in a given style. That would eliminate the drudge work of writing (because as much as some of us enjoy it, many definitely Do Not) but keep the gamer largely in control of the narrative of his game.
Exactly.. a minimap timeline of highlights.
 
While some of us are completely capable of writing a decent historical or semi-historical narrative, it is a serious challenge for many.

The best of all possible worlds, I think, would be for the game to give you a recap of the major events of your Game: settlements founded, settlements captured, battles lost and won, Legacies achieved and missed, etc. - a 'raw' narrative of major events, devoid of adjectives, adverbs, or sentence structure.

Then allow the gamer to edit that narrative as desired - leaving out, perhaps, the fruitless 600 year siege of Londoniapolis or the loss of the last Treasure Fleet to Chola pirates.

Then let the AI model use the edited narrative as the basis for a History in a given style. That would eliminate the drudge work of writing (because as much as some of us enjoy it, many definitely Do Not) but keep the gamer largely in control of the narrative of his game.
I don't really get the point, though. The older Civ games did this to a degree (you had pretty detailed post-game summaries) and to turn that into a narrative and relate it to other players is what makes a community. To put on my teacher's hat, the main thing is to "use your own words." It might not read like Gibbon—thank God for that honestly—but does it have to? Or, if you want to write that way, cultivate that style.
 
All ai does is dampen the human capacity to use their brain
I’d rather think for myself then let a machine tell my story
 
I know I said I liked the idea but that's only in a perfect world where it works as I imagine it and it can surprise me with a narrative I forgot or was unaware of.

I like my head cannon better than anything an LLM could provide.

What I think a bunch of us want are those stats and milestones pointed out at the end to help us retell or reinforce the story in our heads.

The graphs of old of population levels, gold levels, number of units etc. Watching the minimap and all the cities popping up, where you can see the civs that were defeated before you met them were.

How many times you see, oh that civ took another city first before losing all of theirs, I didn't even get to see it, or just how large one Civ was before you started taking them down a peg.

I miss in away the milestones from VI, but don't necessary want those tied to scoring.

I'd love to know things like, who had the highest gold per capita per age and what year was the peak, Most units per capita per age.
What period was the most productive for each civ (what 50 turn period did they build the most buildings)

Can you identify a golden age for each player at each age, or did a civ never quite take advantage of their toolset and have a dark age until transition.
 
Yeah, stats, maps in replay, milestones – all these are more interesting to me than a text as well, because the story of my game unfolds while playing already, and I just want a nice remembering in hindsight. Summaries by someone else might not be able to cover what I would have highlighted and how, regardless whether that someone is another human or a machine.

But I think even if civ doesn't do these kind of summaries in the foreseeable future, AI generated events and game summaries will happen (and probably already do in many games), and at some point probably also in the style of specific copyrighted work. And, I mean, they probably wouldn't be much worse than the generic quests in the AAA Assassin's Creed open world games, which are insanely repetitive as is.
 
Europa Universalis 3 had something like this - not AI generated though - which was a neat bit of small flavor. I could only find a picture of it with an error alas but it looked like this:
1753883172825.png


Obviously a bit clunky, but I think it could work well without having to resort to LLMs.
 
While some of us are completely capable of writing a decent historical or semi-historical narrative, it is a serious challenge for many.

The best of all possible worlds, I think, would be for the game to give you a recap of the major events of your Game: settlements founded, settlements captured, battles lost and won, Legacies achieved and missed, etc. - a 'raw' narrative of major events, devoid of adjectives, adverbs, or sentence structure.

Then allow the gamer to edit that narrative as desired - leaving out, perhaps, the fruitless 600 year siege of Londoniapolis or the loss of the last Treasure Fleet to Chola pirates.

Then let the AI model use the edited narrative as the basis for a History in a given style. That would eliminate the drudge work of writing (because as much as some of us enjoy it, many definitely Do Not) but keep the gamer largely in control of the narrative of his game.
While I disagree about the AI I would like a feature or mod that summarizes everything that happens in-game
 
My personal favorite was the minimap replay in Civ3. Showed the founding of each settlement, conquering of each settlement, building great wonders, appearance of great people. You could watch a civ growing, then shrinking. I had similar reactions to @CivKirk64 "oh, look at that! I never knew that happened." I would find it fun to know what happened on the Distant Lands continent during Antiquity, before I even got there.

Graphical would be fine. I don't need a textual after action report (AAR) or anything written by an LLM. Sometimes a city would change hands 2 or 3 times before being razed.
 
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