PhoenicianGold
Emperor
- Joined
- Jan 30, 2018
- Messages
- 1,828
Since barbarians were considered like so as long as they were not a part of X civilization, they are people too for sure.
I would go even farer than Gudenuf, I would like to split up civs in 5 categories, barbarians and "goody huts" included :
- barbarians
- hunter-gatherers ("goody huts")
- pastoral civ
- empires (more or less civs we know them now)
- city-states (like OCC but with advantages, so more like Civ5 Venitia)
What's next will unplease people and not have their suffrage, i know it by experience in those very forums. I mean, i don't see why we should keep traditional civs like they are since Civ3, differenciated with UUs and UAs. Not only this restricts picks and roleplay, but this accaparates a great amount of work of the devs. I would prefer to have an exhaustive list of civs to play, and differenciate them ingame.
Hmmmmm. I'm not sure how a "pastoral civ" would function. Would it be halfway between a city-state and a full civ? Or would a pastoral civ be a normal civ, and then we'd give empires additional bonuses and leaders?
I also am somewhat opposed to the goody hut/barbarian dichotomy, because it encourages a binary sort of categorization between "hostile" and "friendly" tribes. I'd rather they just all be settlements that can have barbarian-like and goody hut-like characteristics depending on how you interact with them.
As for differentiation, I think it largely exists as a product of wanting to expand Civ's roster. Once they run out of "empires," they need the UUs and UIs to make the smaller, more obscure, and less conventional civs feel unique and deserving of inclusion. Because otherwise it just feels weird to have, say, the Mapuche building cities on par with Rome. By emphasizing that the Mapuche can ride horses and build Chemamull as more "pastoral" improvements, they can give Rome whole districts and monuments to make it feel more imperial by comparison. I actually like a lot of the unique infrastructures; I like less of the unique units and wish they would make more civs with less military options.
Plus, without the unique units/infrastructures, a lot of iconic parts of history just wouldn't make it in the game and civs would default to an even more Euro-centric tech tree. The uniques are a way of giving civs personality, so I'm fine with the development resources spent on them.
IF we define Civilizations as those groups which built Cities (the classical definition, reflected in Civ by Building a City being virtually the first thing that any Civ does in the game), then there are a lot of groups with a lot of Technologies that are not Civilizations.
Just for instance:
Pottery, both fired clay containers and fired clay 'votive' or religious figurines and objects, date back to 14 - 19,000 BCE, or 10,000 - 15,000 years before the game starts
Agriculture, including the domestication of most of the grains and starch plants (wheat, barley, millet, Taro, Yams) dates back to 8500 - 9000 BCE, or 4500 - 5000 years before Start of Game
Animal Husbandry/domestication of Sheep, Cattle, Goats, and Pigs all date back to practically the same dates as for Agriculture.
Horses had been domesticated for hauling loads, plowing, and for meat At Least 400 years before the start of the game (Ukraine) and probably much earlier: there are indicators of potential or possible domestication all over central Asia that are still being debated
Whaling was being practiced from boats with harpoons 2000 years before Start of Game (Korea)
Flax was being spun, dyed and used to make knots, nets as early as 30,000 years before the start of the game, and it was domesticated by 2000 years before th game starts and used to make fishing nets and fish traps.
The Aegean Islands, Cyprus and Crete were all populated 3000 years or more before the game starts: evidence of boats that could carry people and their domestic animals.
So, most of the early in game Technologies were already known and used long before there game starts. That means, Settlements of Non-Civs could have a lot of technologies and access to resources not available at first anywhere else.
Historically, 'Barbarians' were sources of very important strategic and luxury and 'bonus' resources for Civilizations: Amber and Tin from northern Europe to Rome, Horses from Mongolia to China.
Opening up these Trade Possibilities wth 'Barbarians' would make it potentially much easier for a Civ to not be strangled by lack of a particular Strategic Resource.
Allowing Settlements to start at single-tile Graphics and, eventually, grow to City States, would make the game map much more dynamic, and open up new possibilities for application of Trade, Loyalty, Diplomacy, and other mechanisms already in the game but not applicable across most of the map until late in the game.
We need this.
I very much like the idea of giving Settlements some limited tech. Although it would have to be limited to roughly what you have there and not much more, because there must still be mechanical differentiation between settlements and City-States. I don't want the distinction to become so blurry as to invite criticism as to "why can't these be City-States?"
The idea of letting Settlements grow into City-States while independent seems also to invite several unnecessary development complications.
- If Settlements can grow into City-States, why can't City-States grow into Civs? Where do the devs find time to make Civ assets for promoted City-States? Or, to a lesser or possibly greater extent, the assets for promotes Settlements?
- If Settlements represent tribes, why would we historically misrepresent them as founding city-states when they generally didn't? In most instances, the only way "tribes" ever graduated to "city" status was under some sort of unified rule, which can easily be represented by being annexed by a City-State or Civ. Then it would make sense for them to evolve into cities, and would make it mechanically much easier to manage since City-States and Civs already have the assets and unique mechanics developed to represent fully fledged cities.
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