acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,496
Sorry for the long post. But I think there are four things here, although they’re all related. There’s climate change, there’s human driven climate change, then there’s pollution, and lastly there’s exhausting resources.
Going in reverse order: Exhausting Reaources. I think game adequately deals with resources. Bonus resources and features can be harvested, and once they are their gone. Strategic resources can’t be harvested, but their availability is often limited (which theoretically could be a source or war or expansion). I don’t think having coal, oil or other resources exhausting would be either fun or accurate. I say accurate, because despite dire predictions, we haven’t actually run out of real world strategic resources. It seems to me that ‘running out of oil’ etc really only makes sense of Civ extended significantly into the future (which it doesn’t).
Pollution. While it doesn’t cover every nuance, I think Appeal does a good job of covering pollution, in the same way as I think housing does a good job of covering health / disease.
Man made climate change. I don’t think Civ should cover this, except maybe as a scenario. I don’t think it would be fun as a mechanic. And it would only be relevant so late in the game that I don’t think it matters.
Climate change. Okay. Leaving aside whether Civ should represent climate change or how it would do it, I think there’s a broader point.
Leaving out climate change is a huge gap in the game. First, the game is currently all about ‘playing the map’. That’s cool, but then having a completely static map (IMO) is a real missed opportunity.
Second, and more importantly, leaving out climate change is a pretty big thing to leave out of a strategic history game.
Look, Civ is not a simulation. But it does try to have analogues of real world things. So, you get warmonger penalties, have gold, have governments whatever. None of these things work the way they work in real life, but the mechanics do try to capture something of the feeling or sense of those things. That’s why we just got loyalty and flipping and Era scores - analogues for how civilisations in the real world was and wane.
Climate change is a huge gap. People mention slavery or disease as other things Civ doesn’t represent, but I think it does: ‘slavery’ to me is adequately covered by eg making cities production focused or whatever (basically, I just assume some slavery is going on in my early empire) and disease is covered by housing. But there is nothing which reflects climate change at all - there is no analogue.
And maybe there shouldn’t be. I can see how climate change could really screw up the game. But I do think it’s a big gap and one which feels more and more glaring as time goes on.
Going in reverse order: Exhausting Reaources. I think game adequately deals with resources. Bonus resources and features can be harvested, and once they are their gone. Strategic resources can’t be harvested, but their availability is often limited (which theoretically could be a source or war or expansion). I don’t think having coal, oil or other resources exhausting would be either fun or accurate. I say accurate, because despite dire predictions, we haven’t actually run out of real world strategic resources. It seems to me that ‘running out of oil’ etc really only makes sense of Civ extended significantly into the future (which it doesn’t).
Pollution. While it doesn’t cover every nuance, I think Appeal does a good job of covering pollution, in the same way as I think housing does a good job of covering health / disease.
Man made climate change. I don’t think Civ should cover this, except maybe as a scenario. I don’t think it would be fun as a mechanic. And it would only be relevant so late in the game that I don’t think it matters.
Climate change. Okay. Leaving aside whether Civ should represent climate change or how it would do it, I think there’s a broader point.
Leaving out climate change is a huge gap in the game. First, the game is currently all about ‘playing the map’. That’s cool, but then having a completely static map (IMO) is a real missed opportunity.
Second, and more importantly, leaving out climate change is a pretty big thing to leave out of a strategic history game.
Look, Civ is not a simulation. But it does try to have analogues of real world things. So, you get warmonger penalties, have gold, have governments whatever. None of these things work the way they work in real life, but the mechanics do try to capture something of the feeling or sense of those things. That’s why we just got loyalty and flipping and Era scores - analogues for how civilisations in the real world was and wane.
Climate change is a huge gap. People mention slavery or disease as other things Civ doesn’t represent, but I think it does: ‘slavery’ to me is adequately covered by eg making cities production focused or whatever (basically, I just assume some slavery is going on in my early empire) and disease is covered by housing. But there is nothing which reflects climate change at all - there is no analogue.
And maybe there shouldn’t be. I can see how climate change could really screw up the game. But I do think it’s a big gap and one which feels more and more glaring as time goes on.