Jürgen Hubert
Chieftain
- Joined
- Apr 23, 2005
- Messages
- 85
First-time post...
I've noticed from searching the forums that Jared Diamond's "Guns, Germs, and Steel" was mentioned favorably a few times on these boards. However, I think his latest book - "Collapse - How Societies Choose to Fail or Succeed" - is even more relevant to Civ games, for it describes societies that have collapsed because of self-inflicted environmental disasters.
To make it very brief (there is an amazing amount of detail in the book, much of it relevant but too lengthy to post here - I strongly urge everyone to read it!), new societies that form recognizeable civilizations usually do fine for a time - until its population growth pushes it beyond the limit sustainable by its current technological standard. Then new land will be cleared for agriculture that was formerly considered marginal - but as it often turns out, that land in its original condition (usually forest) was vital for the local ecological balance. Thus, even existing land becomes much less productive, and unable to feed the current (high) population. This leads to large scale starvation, civil unrest (as the leaders are unable to provide for their followers), civil war (as everyone tries to grab as many remaining resources as he can for himself - of course, this makes agriculture even harder, leading to more starvation...), cannibalism, and large-scale collapse of the society. Either the remaining people are reduced to a small faction of their former population, or they die out or move away entirely...
Some of the societies the book discusses are Easter Island, the Maya, Anasazi, the Norse Greenland colonies, and modern-day Rwanda (where the recent genocides apparently had at least as much to do with the population pressures as with ethnic strife).
The book also mentions societies that have succeeded in some way in their environment, such as the complex agriculture practiced by Highland New Guinea tribes, or the forest management of Germany and Japan that have been developed over the centuries.
So, what conclusions can we draw from all this?
- Currently, cities in Civ games simply continue to grow until they hit the maximum population allowed by their food production, when they will stabilize. But it seems it is more realistic if they can "overshoot" that maximum, ravage the local environment, and then be reduced to a fraction of their former size. But how to represent this in a game without a lot of micromanaging in local cities? It would probably be a good idea if the player can influence population growth to some degree...
- It has always bugged me that you can chop down forests without any negative effects in Civ games - forests have a huge impact on the local environment, and if you remove them it can lead to a loss of ground water, soil erosion, and lots of other small problems. I'd like to see more effects of environmental degradation than just abstract "global warming"...
- I'd also like to see some more tech advances that revolve around the environment - not all of these come from modern times. The science of Forestry (professional forest management) started to get developed in Germany in the 1500s, and in Japan some time after that - which is why much of these countries is still forested.
That's enough for starters. Your thoughts?
I've noticed from searching the forums that Jared Diamond's "Guns, Germs, and Steel" was mentioned favorably a few times on these boards. However, I think his latest book - "Collapse - How Societies Choose to Fail or Succeed" - is even more relevant to Civ games, for it describes societies that have collapsed because of self-inflicted environmental disasters.
To make it very brief (there is an amazing amount of detail in the book, much of it relevant but too lengthy to post here - I strongly urge everyone to read it!), new societies that form recognizeable civilizations usually do fine for a time - until its population growth pushes it beyond the limit sustainable by its current technological standard. Then new land will be cleared for agriculture that was formerly considered marginal - but as it often turns out, that land in its original condition (usually forest) was vital for the local ecological balance. Thus, even existing land becomes much less productive, and unable to feed the current (high) population. This leads to large scale starvation, civil unrest (as the leaders are unable to provide for their followers), civil war (as everyone tries to grab as many remaining resources as he can for himself - of course, this makes agriculture even harder, leading to more starvation...), cannibalism, and large-scale collapse of the society. Either the remaining people are reduced to a small faction of their former population, or they die out or move away entirely...
Some of the societies the book discusses are Easter Island, the Maya, Anasazi, the Norse Greenland colonies, and modern-day Rwanda (where the recent genocides apparently had at least as much to do with the population pressures as with ethnic strife).
The book also mentions societies that have succeeded in some way in their environment, such as the complex agriculture practiced by Highland New Guinea tribes, or the forest management of Germany and Japan that have been developed over the centuries.
So, what conclusions can we draw from all this?
- Currently, cities in Civ games simply continue to grow until they hit the maximum population allowed by their food production, when they will stabilize. But it seems it is more realistic if they can "overshoot" that maximum, ravage the local environment, and then be reduced to a fraction of their former size. But how to represent this in a game without a lot of micromanaging in local cities? It would probably be a good idea if the player can influence population growth to some degree...
- It has always bugged me that you can chop down forests without any negative effects in Civ games - forests have a huge impact on the local environment, and if you remove them it can lead to a loss of ground water, soil erosion, and lots of other small problems. I'd like to see more effects of environmental degradation than just abstract "global warming"...
- I'd also like to see some more tech advances that revolve around the environment - not all of these come from modern times. The science of Forestry (professional forest management) started to get developed in Germany in the 1500s, and in Japan some time after that - which is why much of these countries is still forested.
That's enough for starters. Your thoughts?