[Civ7] Give farms and agriculture in general more importance.

Playing with little units that stand for the citizens would be like At the Gates. Maybe that could work (At the Gates really did not, poor Jon...). But again, I m saying that I dont think we really want to have the hunter gatherers. We want to just start at agriculture and cities. Yes, there could be something nicer done for the turn 1 situation where you wander around for a city site. I'd like it if normal play could occur simultaneous to looking for the capital site, but this is perhaps a tiny and technical thing that can be put off. The sort of thing that might have a solution become apparent with more information and more decisions locked in.

About having difficult posts... It's like, every time I want to say something about this game, I realize I need like 5 pages of technical definitions and discussion of design concepts, the programming perspective, the view as a player vs. the view as a designer, and ways of labelling the attributes of concepts like map and unit and technology in ways that AREN'T caught up with the existing decisions of a civ title. And I can't write that out, so I need to just make leaps with language and hope it can be read without misunderstanding and with new insight.

When I said 'base' I meant to echo Boris' statement that we move a level deeper than the city. He correctly notes that BNW (and I think every civ?) is, strictly speaking, an empire made up of cities. The cities are the full extent of your existence. You add further traits through subsystems, like culture into policies, and City-State interactions into Suzerainty, but you only exist as cities. The idea that you are a "people" is not played out in anything concrete except the cities. The cities only abstractly give the nation its "people". A city has a "number" on it that says how it is allowed to get value from its surroundings. That's all pops mechanically are. The cities develop according to rules which are isolated to them, and so you just sort of collect additional cities and that is population growth. The cities inherit some qualities from the empire, like how the empire having a technology means its cities - ALL its cities - have the structures of that technology available; from that same perspective, the fact that a city IS your city and not the foreigners' city is just that it inherits your stuff and it answers to your controls, not theirs and theirs.
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Should populations be units? Unifying the interface with the military? Well, workers and settlers are selected like units. I think people have suggested multiple things for how workers should work, like they should be a function of a city, where you click something and the city works on improving its own tiles. So put those aside, yet indeed, settlers are controlled as units that move around in the same space as the military. And of course it has to be, because using warriors to obstruct, or protect, settlers, requires that they exist as the same kind of thing in space.
You could control a pop and tell it all the things that you do with cities. It would uproot where it lives this turn and start living and working off another tile starting next turn. It would be an infinitely adaptable labourer, apt for mining, hunting, fishing, or farming whenever you need it. Yes indeed... because if we made the pops' jobs have "stickiness", there would be the annoyance of asking again about the timescale clash. Of course after 50 years I can have a populace suited to working the fields differently, why should I have to nurture on-the-job experience and plan out a career for these guys? And they live forever too - isn't that weird?

So if we control populations in some way, some way to replace being like cities, what is the new shape of making decisions for them? Again At the Gates comes to mind and that gameplay isn't enough. We need... yeah let me do this:​

A Civilization game has to acknowledge that a huge, structural part of its genre is that it is a game through all of history (from a certain point on). Civ games cover a huge span of time and ways of living, and this makes it different from any kind of empire builder or grand strategy game that covers not that scope. I mean "empire builder" is never enough to cover what Civ is. It's a "all of civilization" game! You can make grand strategies and empire management to billions of details and if the timeline is fixed then you aren't beholden to the restrictions that Civ has.
Being a game in the classical era through the atomic period, this gives anyone who opens that game some expectations of strategic depth (=how decisions matter), of pacing (how much play develops before a win at the soonest), but also, as I was noting above, some restrictions in what abstractions they are prepared to swallow. A military running around through upgrades all game is... kind of okay, if either (1) the company is a mutating assembly of different soldiers unified by some kind of tradition kept by that company, which is the thing that lets the promotions stick around, as though this company keeps that know-how between soldiers replacing into and out of that unit or (2) the compression of 6000 years of history into 300 minutes is played off as a cartoony 300 minutes of astounding technological revolutions.

You can kind of almost do anything if you call it a cartoon, and then you're just concerned with mechanical soundness and game balance. But I don't believe such things can transport a player to an experience , and a profound immersion is what I want to have when I play an empire builder game, and ESPECIALLY a Human history game.

Back to population gameplay. I would like to see specialists and I think acknowledging the static ratio of workers to specialists is a good move. Specialist slots could be varied and have peculiar secondary effects, and the yields locked down to being low until the time period where economic explosion happens. First question, would you have specialist slots that grew out in variety first, or filed deep down one specialty like multiple scribe (science) slots ? Presuming the slots come along as you build in the city, which therefore means they are released with technology or social development, you would end up with an interesting situation. Let me try again to say something that probably needs 3000 words to clarify for real:

The strategic layer of the game pushes any player to look for specialization in what they're doing. After all, the next potential to accelerate growth is locked behind some tier on a specific track, so getting to that tier faster is better than staying rounded - but it's a matter of picking the right target to aim for, and also protecting your weaknesses* while you lag in those other areas behind the world average. *Weaknesses, I want to say specifically are the way that you are behind rivals who have abilities in that domain , which is a reprise of what I've said I want the competition part of the game to be: a contest where you're fighting on all these fronts and your empire's augmentation is not the only thing you fight with but also your own skill in that fraction of the game. So that, for instance, choosing to leave minor civ diplomacy alone could turn out to be bad NOT just as a function of "how much you could have added to your coffers by playing it" but also the fact of your opponent's playing it and playing it in a way customized to predicting, as in a gambit, that you would not try minor civ play.
So, that all said, there's an inevitable tension to specialize , for your strategy. Which means that the specialist slots that advance that strategy are going to be ones that you will pay costs to unlock, and off-brand slots are not going to be targeted. And then even if you pick up these alternate slots, you will choose to continue filling slots of a certain type - as though the specialist itself were an entity with a "skill tree" or promotions which you were specializing for that occupation, even if the game does not put in that kind of citizen-development subsystem. You'd be playing as though your pops were scribes with "scribe experience" and keep them on scribe slots, even if the game does not give citizens experience. See what I mean? So the question is really, at those times when you've unlocked your slingshot , now you target a different gameplan, and all your resources/assets are wanted to reassign to the new objective. Here is the next thing. Choosing to change all your spies from doing one kind of thing to doing another kind of thing is, sure, whatever, spies are the same. And spies, though, can only do certain kinds of things, so sometimes they are a value-added to a strategy that isn't looking for a tech steal or a coup in a city-state. But the comparison of value BETWEEN resources, the comparison between things you have ended up with because of what you've converted your raw productivity up to this point, that's the part of gameplay. So, if I have in fact produced fewer spies than I could have, and instead have an additional city, it's because I saw that city was raking in something more valuable in these future stages. Or when I built Amphitheatres instead of another volley of soldiers, I'm now not just deciding what to do with the soldiers I have, I'm reaping the fact that I'm doing things with amphitheatres , that get me further ahead, than the soldiers. If Amphitheatres were something active instead of passive (maybe with a specialist slot?).

So the specialists, introducing them, Boris' idea was to have specialists available as a double pool made out of the city's pops number (beside the citizens). So you get them for growing the city (for passing time, basically). The raw potential of specialists anyway. A specialist needs a slot. This is something you have, and you don't make decisions to have more or fewer of them, but you do make decisions to get slots for them to work. (The unlock of specialist productivity can be seen as just a time thing.) To be anything then, there has to be always lots of slots more than specialists. They'd better flood in, not like the trickle of buildings in BNW. Much more like Rise of Mankind, where techs can give 3-4 buildings at a time. And, come to think of it, one of the design techs of that mod was to make employee slots, where the building only worked -through- the slot being filled. So I think Boris' idea of putting specialists with buildings is apropos (although from my end I have discarded the decisions of districts already).
So, I'd like it if there were plentiful slots, and if they did two kinds of things each. Certainly, it goes without saying that a technological milestone should enable bonus specialist yields, to indicate the economic surplus of that social organization at the appropriate point in history, so there -will- be multiple yields. Probably the Palace will have to have some slots built in, right? They could correspond to a Palace Economy's workings, slipping the idea of Economy/Labor civics in without explicitly naming a civics system...
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One more thing on my mind... I'd like it if money were a huge bottleneck to development in a Civ game early, preventing prosperous mega towns (lots of structures with maintenance) because of the backwardness of feudalisms (or worse). City connections should be divorced from automatic income, I mean. This could let the game impact the player organically to wanting to reap money through the familiar uneconomic vices like "taxation-as-say-hello-to-the-taxman-yet-again-this-year", or plain old slavery. And I do believe that systems for how the populace and its governing class interact could be multiplied. This post is overlong but I will come back to describe some of that.
 
Rereading post #40 one year later. In light of DarkPhoton's recent writeup, discussions in Krajzen threads, and of course ongoing expert information from Boris and other fans and their insight, I *do* want to have playing with little units (sorta), and rescind those things in my post #41, and have something to say now.

What if the systems you (Nao) described of gaining experience to acquire abilities, productivity, specialist slots, were repurposed, perhaps even subtly, from "citizen promotions" to dynamic formation of culture? When I reread you proposing the population training as happening at the same rate by the calendar time and not the turn number, it was an absolute explosion in my head. With a system that looks at calendar time, and the game can slow calendar time per turn, and that system progresses some asset in utility, but along a certain track of kind in exclusion of others. . . that could be cultural identity. That could be stability, the thing that works up empires, or peters out and returns to pastoralism (a 'rise and fall' also a Naokau idea). Something that, if lucky to put centuries of success behind you, is your greatest strength and also your most urgent, needy commitment.

Something about culture entrenches it but also -specifically- relative to the speed at which modern life seems to operate. I don't see the whole picture and am avoiding blundering into where I don't know, but I sense there's a place to make how the game speeds up the turn rate coinciding with some... new system, instead of just being assumed to happen at the correct dates, you know? (The 'new system' isn't the one proposed here but a second new one. It would have something to do with technology or military or economics maybe.)

So, to be clear (as possible when I'm literally offering a fragment of an idea), there are little pop-lets, and they are dedicated by decisions to working a certain way , and they get stronger but also less flexible with calendar time, and the whole of all these pop-lets having been ?accustomed? ?enculturated? ?specialized? to working that way and also -with each other- becomes what your player's side IS. The empire to stand the test of Time. And the poplets affect each other without regard to 'side' but instead the connections and influences that are trendy for the forum lately.

A poplet acquiring a culture being a way of -living- and of working and doing those with each other and it functioning so because they understand working and living like that and what they're doing together.

The mathematics are indeed like At The Gates, which I want to note was brittle because Jon tried to make the whole thing by himself and one coder and deliver to pre-purchases.
 
Due to having some difficulties to understand english when going away from oral speach, I fear I didn't understand your here. By the way I amused myself to imagine what could be a part (the hunter-gatherer one in fact) of a population point promotions :

PP promotion branches.jpg
 
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I think the system as is is generally fine, but as already mentioned the problem is the specialist yields.

Apart from making specialists more critical, I would also like to see internal trade routes give yields based maybe more on tile improvements rather than districts (or just from the city's yields directly). If I have a city with tons of farmlands, it should be the one that supplies the rest of my empire with food. If I have a lot of lumber mills and mines, this should supply my empire with production.

Also trades should have yields going both ways

This is literally what the word means

In Civ6 trades are usually only one way

So my breadbasket city, everyone wants a trade route to it to gib foods, and the breadbasket city gets nothing in return for having a commodity in demand

Seriously ECONOMICS DOES NOT WORK THAT WAY
 
Due to having some difficulties to understand english when going away from oral speach, I fear I didn't understand your here. By the way I amused myself to imagine what could be a part (the hunter-gatherer one in fact) of a population point promotions :
Well that's unfortunate. It also looks like I somehow skipped over saying what the idea was.

It's difficult because I don't know anything about anthropology, history, or sociology, so I don't want to put my foot in my mouth modelling something that doesnt exist, or worse, modelling something offensively. But I think I can't get around making an attempt. So please, consider the availability of a mechanic that works like what follows, and if you do have expertise on these points, maybe you'd know if its behaviors look like the theme it's intended to realize:

During the game, you have poplets on the planet. A poplet is a token of population. You direct these poplets to do things, and it's a very restricted setup without advancements in technology or social structures. But the other thing that poplets have is they have culture (ethnology). The culture is IN the poplet. The culture is an experience bar, it grows without upper limit - and there are multiple of them. The bars are grown, (imitating Nao's idea for citizen promotions,) by what you tell the poplet to do, turn over turn. Those different employments (usages) break down to however finely that any other system discriminates citizen employment. If a citizen either worked a farm or a mine, this bar would be farm working or mine working. But our Civ7 intends to have lots of tile bonuses distinguishing them and the work done there, so there is pasture work and rice work and so on.
Importantly (and this is a mechanic Nao directly proposed, though I'm repurposing it), the rate of the growth equals the passage of calendar time the game simulates. Note though, that the choice you make with the pop (its employment) is not the whole of what bar is progressed. You can grow along multiple tracks passively, with the presence and effect of passive things applying to the poplet, such as from the city. More generally than "from the city", things apply to the poplet from its "connections" - the concept into which this thread immediately turned its focus after it began. One grand, and early (in game) advancement in connection technology is the city.
The choices of citizen work can be in parallel too. Tile assignment is one choice but the poplet could be told to do something else, maybe a kind of thing that isn't a choice until technology shows up.

These bars are partly a feedback system that enhances what you can do - what the poplets can do - in the domain they live in. Again crediting Naokaokaudem, in post #40, he ventured if technology could be earned by forfeiting one of the citizen promotions. A few weeks ago I thought I had a certain idea myself but, knowing that I read Nao's post last year, it might be one of those source monitoring psychological fallacies at play. Still, the idea in my version goes, technology IS the promotions. Turn Nao's idea up to 11. Technology isn't from a science yield. It comes from what the populations do. So, there is a tech tree, but it relates a series of 'innovations' with 'prerequisites' only. The poplet is the one which must, through its own activities, develop ways of doing the things it is doing. Boris' "problems and ideas" system is ringing here, but let's encapsulate it away for a moment. So, in the ancient or neolithic way of being, populations are isolated. Their efforts to achieve progress are isolated, they can't combine. Your way of getting tech is not additive, it's statistical - one group somewhere will invent something, all of them climbing on their own. Now it's more a matter of propagating that breakthrough with connections than recreating the "science output". Technology maybe is imitated fast , but, even with the diffusion being passive, you have to tell the poplet to pick up that technology, fitting the choice system above. So, the technological frontier describes what you can work-on-by-doing, meaning that we are replacing clicking on a tech to research (and funnel your science output) with clicking on the thing for this population to work on which includes setting what it is actually doing. Maybe this IS Boris' idea by itself. (But no, at least elsewhere I'm talking to him, there's a further aspect of a prompt and an rpg aspect, into golden ages or some kind of 'triumph' rewards.)
Note that with the tech tree still describing how a poplet advances, the new system is closer to the old than "doing everything by Eurekas". Maybe redoing Eurekas is the last puzzle piece for Boris? In any case, we now have a place for tech diffusion and no one getting very far ahead in an unbelievable way, and that being mediated by connections and trade like we wanted... and there being enough decoupling to have AT SOME POINT technology be harder to copy. Or faster, even.

Specialists are something that let populations do more. The specialist supported by the wealth of nations lets you be working and learning on MORE things while you're still doing and getting even better at agriculture. Or something.


Eventually, we reach the scientific revolution, and now Science is something we do to manufacture knowledge. And we can have scientists who are doing that and just that. Science itself could be a distinct ability unlocked but the main possibility of the advances in chemistry, engineering, physics, and field theory and the like could be just there like normal techs in a tech tree, *practically* requiring specialists but not literally doing so.

Now, I've said a lot about technology, but wasn't I saying that these citizen promos were for building culture? Yes, and here is where the calendar time pacing comes in. (I do think - like others, again, trending on the forum for a couple months - that "society techs" and technical techs aren't really very different and belong 'together', but saying that here would give interference to explaining my proposed difference. Please ignore for now.)

The further essential component of this idea is that the culture bar is a liability. It's a liability even as it grows precisely as you add the most powerful enhancements to your civilization: its civilization. Above, it's your people's art, their culture, their civilization as in knowledge. But knowledge is conditional. Everything we ever learned was mixed with errors; overgeneralizations, timidity, even contradictions no one saw. And we are social in a destructive way too. Gaining the folkways of poplet experience is not pure, it's not pure enhancement and information, it's also custom, mores. Errors mixed with authority. It is the tribal elements of doing things as a group. Accounting for that impurity, the experience bar forms a measure of the resistance of the poplet to something else (I have in mind one at early game, one mid-game, one endgame). Think of it like accrued "religious pressure" slowing down religious shifts in the cities of Civ 5. To getting the new thing, a liability.

This liability is what I was seeing when I returned to this thread 3 weeks ago. The sociological stubbornness of a people who know a certain way of being. But also the ties to their networks of in-groups, with whom they have nontrivial co-operation and dependence. It *can* shift, but only piling over what was built up before. Later eras of the game have turns pass with less calendar time, and this is because we know relevant technology changes things really fast, but I can now tie that rough idea to a specific thing in the game. "Things" change "fast" when the conditions for making your life decisions (business decisions, policy decisions, other decisions) rationally and effectively (on any stage, global, local) are co-varying with something going faster than aggregated behavior of the whole. What do I mean by this. The "behavior of the whole" is the fastest you can go; you can't do anything better but fit in with it. When society was slow, your harnessing of society was mainly just a function of the general state of society, since that's "everyone's actions and inputs" to yourself. Society is shifting, but the largest force at play - the thing you are working with, and which dictates your success and the rationality of what you do - is the blob of homogeneous society. The aggregate of it is "close" to its "center of mass". The generality of what people are doing, moving slow itself, presents the conditions for nothing better for an individual than to accommodate it. To be faster is failing. But decreasingly is this so, with not just so-called "disruptive innovation" but also the factor of the individual being more relevant because she is more powerful. It's not the center of mass that matters any more. Information (self-improvement) is flying faster beginning with the Press; economic liberation put capital and profit in the hands of enterprise and merit (...briefly); philosophy itself came to the individual's side with ideas of liberalism and of course the expanding Human rights view of formerly trampled parties. So it isn't the generality where the opportunity is, it can just be interfacing with another extraordinary part of the whole. And seen the other way, you can push out because you are empowered to build and see society react to you. It can now be, that people move faster than society.
Where am I going with this, then?

I propose an exact rule for when the calendar time per turn slows down, and then an explanation of why this modelling of history being faster is slowing down the Progress system.

I propose that the eras of the game be defined by those revolutionary social innovations. "Key techs" I believe was the term in C-Evo and Civ3? C-Evo just wanted gameplay to be tiered and predictable. I am motivated to put eras in the game so that the changes to calendar time per turn are given by era. And that means poplets shift their cultural stubbornness at a slower rate. However, we want people to gain information and reform faster in new eras, don't we? Well, that's why we need the third thing: Education. This stands for the propagation of ideas from discovery to the future. Education is a coefficient of "progress" (the yield replacing science), enhancing our travel on the technological frontier because the knowns are better known and discussed with greater facility. Or something. Education is tracked separately from what a poplet knows; it is a score for the poplet, adjusted by subsystems, and its interpretation is of the presently unlocked tech tree. (I even imagined, in the vein of the "Rise and Fall" systems some have imagined, of a critical education failure which leads to technology loss. You still used it for a time, but were unable to pass on techniques. Just keep this in mind as a concept; such collapses I think wouldn't be playable.)
The key techs are Printing Press, Scientific Theory, but even begin at the axial age of course, from getting literacy and numeracy rolling. Someone could help me out here, again, with actual knowledge of Humanity, but important is that we want to be keying off of the technology being put into use -and cementedly so-, no chance of backslide or dark age or, just, pervasive non-awareness. So... we need to model not just technological ability but scientific literacy. Education.

We aren't making Progress slower. We're making things that happen per turn faster, relative to how society learns the new new. You, the player, are making those decisions and I'm just saying the impact is constant; just your decisions are more frequent.

Above I touched on tech diffusion. We want other populations to get tech from seeing it. However, in the poplet promotions model, we need a "place" for a tech in the society, something they're doing. We don't want knowledge to be only what we ARE doing, we need it our repertoire of what we can do. The preceding mechanics are good for describing how new arts build from old arts, but the old art just lies there at the base of our tech tree, it doesn't live in a game system. If we add Education, then tech diffusion rate is specified by (1) the technology's presence to your population (connection rating), i.e. "they see it"; (2) how substantive imitation is to grasping the idea (a rating per tech*); (3) the readiness to incorporate it in the population, from scientific literacy (Education) in what we "know"; and then bigly, (4) the people actually doing that thing - shifting their industry and economy to it, I mean. You could even add the ingredient of (5), your people see a Need for it, in Boris' sense.
*Heck, I immediately see from this how the difference could be between Concept and Art, like Tech and Subtech, where Arts are about doing something specific, and Concepts are something you have to only be led to imagine. Tech diffusion skips the difficulty of imagining that all techs require. But, Subtechs would be Arts as a rule, while Techs aren't all mere Concepts. However, a social technology is something you see and already know, and the difficulty is the politics of it (=step 4).​

Education makes your poplet faster at the learning, but the culture is still exactly equal to calendar time passed.

This post is getting huge and I'm still not at explaining why I'm doing the main thing, maybe I need to make my own thread. I'll just preview, let's call it, my view of what culture's stubbornness is doing. It is making your people resistant to assimilating into other people. Their cities. Their religion. Early on this is good! If they assimilated then you wouldn't have anyone to be your civ. However xenophobia is something to be a problem later. And late game, this culture, very trenchant, very set in its ways, is the source of your people's wants, in war support, religious strife. Maybe it can fill out an economics game that handles resources and not just money. End game, this is what they behave like when a World Union becomes a thing. It's what your people call for on the international stage.

In the diplomatic victory, briefly, I imagine the task is to unite everyone while still accommodating them being the people they are. Who they are is made up by the whole game, in the art of how they've lived and want to live. Civ5 is themed as uniting a world government, I guess. Governments are not the goal of society, though.
 
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