Jhappy77
Chieftain
- Joined
- Dec 19, 2020
- Messages
- 7
Governments are notoriously difficult to represent in Civ games. For one, many civilizations do not fit the rigid categories that civ games provide (a ton of countries in the modern era are neither liberal democracies nor fascist dictatorships nor communists). Another issue is that civ as a whole is very Eurocentric and no matter what, your gameplay in civ will resemble a classically European idea of 4X expansion. What if there were a better way to represent how humans across the world have organized throughout history?
I propose a new mechanic for Civ 7: Civilization Types or Societies. These would represent broader categories of historical human societies and they would be designed to be inclusive of non-traditional societies across the world. Each society type would feature major alterations to gameplay, including unique bonuses, units, buildings, and even mechanics. Each society type would also include a focus tree (like Paradox games) where you could further specialize into specific areas, representing how they exist on a spectrum and not necessarily rigid categories. As you progress through the technology/civic tree, new society types would become available to you.
Any civilization can choose to become any society type. Usually you would stay as the same society type for around 2 eras, although you would be free to change at any time (incurring some cost).
Here are some examples of Society Types, along with what their bonuses could be:
------ Available in the ancient era ---------------
Empire (Examples in history: Rome, Qin, Achaemenids, Aztecs, Inca)
League of Cities (Examples in history: Ancient Greece, Sumer, Mayans, Pyu, Phoenicians)
Tribal Confederacy (Examples in history: Gauls, Cree, Bedouin, Inuit, Tupi, various indigenous peoples)
Kingdom (Examples in history: Ancient Egypt, Armenia, Gupta Empire, Mississippians, Goguryeo)
Others?
---------- Available at classical era -------------------
Horse Culture (Examples in history: Huns, Xiongnu, Mongols, Gokturks, Mapuche, Sioux)
I think this would be a fun way of diversifying gameplay while also making civ more inclusive of different cultures from across history. You could choose different society types based on strategy and your intended playstyle. For example, if you spawn next to an annoying neighbor that you want to conquer, you could become an empire. Or, if you start in the vast expanses of the frozen north, you could become a tribal confederacy to effectively live off the land and repel any attempted invaders.
Thoughts?
I propose a new mechanic for Civ 7: Civilization Types or Societies. These would represent broader categories of historical human societies and they would be designed to be inclusive of non-traditional societies across the world. Each society type would feature major alterations to gameplay, including unique bonuses, units, buildings, and even mechanics. Each society type would also include a focus tree (like Paradox games) where you could further specialize into specific areas, representing how they exist on a spectrum and not necessarily rigid categories. As you progress through the technology/civic tree, new society types would become available to you.
Any civilization can choose to become any society type. Usually you would stay as the same society type for around 2 eras, although you would be free to change at any time (incurring some cost).
Here are some examples of Society Types, along with what their bonuses could be:
------ Available in the ancient era ---------------
Empire (Examples in history: Rome, Qin, Achaemenids, Aztecs, Inca)
Spoiler :
Represents societies with a focus on expanding, conquering, and maintaining a large empire. They would have bonuses related to infrastructure and offensive wars (many unique buildings, promotions, siege units, etc). The focus tree would also allow you to develop a very strong core and capital powered by your expansion.
Playing as an empire would allow grant you unique abilities related to puppeting cities in the periphery of your empire, extracting tributes from city states and other civs, and creating vassals. However, you would be vulnerable to conquest from barbarians!
Playing as an empire would allow grant you unique abilities related to puppeting cities in the periphery of your empire, extracting tributes from city states and other civs, and creating vassals. However, you would be vulnerable to conquest from barbarians!
League of Cities (Examples in history: Ancient Greece, Sumer, Mayans, Pyu, Phoenicians)
Spoiler :
Represents societies where power was not always enforced by a central state, but rather distributed among competing city states sharing a common culture. Would have lots of diplomacy bonuses and unique options for interactions with city states, and they would also be very good at generating science and great people.
When playing as a league of cities, you may also fight civil wars between your cities, rewarding your civilization with bonus yields upon conclusion. Leagues of Cities are usually “Tall Civilizations”, focused on a few populous and powerful cities, and you would have less direct control over them and gameplay would include managing the competing needs of your cities.
You could also create colonists which may found new city states that are automatically allied to you. The focus tree includes paths which specialize in naval power/commerce as well as culture/religion.
When playing as a league of cities, you may also fight civil wars between your cities, rewarding your civilization with bonus yields upon conclusion. Leagues of Cities are usually “Tall Civilizations”, focused on a few populous and powerful cities, and you would have less direct control over them and gameplay would include managing the competing needs of your cities.
You could also create colonists which may found new city states that are automatically allied to you. The focus tree includes paths which specialize in naval power/commerce as well as culture/religion.
Tribal Confederacy (Examples in history: Gauls, Cree, Bedouin, Inuit, Tupi, various indigenous peoples)
Spoiler :
Represents decentralized and tribal societies which form loose confederacies in pursuit of common goals. Playing as a tribal confederacy would be radically different from typical civ games. Your cities would be very small and have limited growth, but you would be exceptionally good at settling vast expanses of land. Despite their small size, your cities would be good at producing basic units and buildings, and you would have a ton of defensive bonuses that make you a pain in the ass to conquer. You would have bonuses to unimproved resources, and you could even convert your cities into nomads which may move to settle a different location.
As a tribal confederacy, your focus tree would allow you to specialize in a certain environment and become an extremophile that is well-adapted to one particular environment (like desert, or jungle, or tundra, or something else). Specializing in an environment would unlock unique buildings, improvements, and/or units that make that environment more hospitable to your culture.
As a tribal confederacy, your focus tree would allow you to specialize in a certain environment and become an extremophile that is well-adapted to one particular environment (like desert, or jungle, or tundra, or something else). Specializing in an environment would unlock unique buildings, improvements, and/or units that make that environment more hospitable to your culture.
Kingdom (Examples in history: Ancient Egypt, Armenia, Gupta Empire, Mississippians, Goguryeo)
Spoiler :
Represents societies with less of a focus on war, conquest, or expansion, and more of an insular focus. They would have large bonuses to religion, culture, and wonder construction. Their gameplay would be flexible and similar to classic civilization gameplay. Their lack of military bonuses would make them vulnerable to conquest from others.
Also I couldn't think of a better name for this one, any ideas?
Also I couldn't think of a better name for this one, any ideas?
Others?
---------- Available at classical era -------------------
Horse Culture (Examples in history: Huns, Xiongnu, Mongols, Gokturks, Mapuche, Sioux)
Spoiler :
Represents nomadic pastoral societies centered around the horse as a way of life. They get access to powerful unique horse units, and are even better at moving cities nomadically than tribal confederacies. They are fearsome conquerors, and although they’re weak at producing traditional yields they can leech them from their competitors through raids, razes, and conquests.
- Others
- An evolution of the “league of cities” concept, this time with a greater focus on maritime trade? (Italians, Swahili, Hanseatic League)
- An evolution of the empire concept, but with more focus on religion? (Byzantines, Umayyads)
- Others
- An evolution of horse culture, focused on the successor states to various khanates like the Yuan which lost their nomadic character and became more focused on cities while maintaining some horse bonuses?
- Others
I think this would be a fun way of diversifying gameplay while also making civ more inclusive of different cultures from across history. You could choose different society types based on strategy and your intended playstyle. For example, if you spawn next to an annoying neighbor that you want to conquer, you could become an empire. Or, if you start in the vast expanses of the frozen north, you could become a tribal confederacy to effectively live off the land and repel any attempted invaders.
Thoughts?
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