civilizationfanatic2000
Prince
Known, Unknown. Desired, Undesired.
Let's set a design goal that 85% of games, from 4000 BCE to 2500 CE, will never experience an Industrial Revolution.
How to make it so? Exploit the concept that technology must be desired to be researched. Most polities didn't go through an Industrial Revolution. China didn't. India didn't. Persia didn't. Egypt didn't. It was only Britain that did due to cultural and material factors:
1. Easy to access coal reserves
2. A culture that encouraged rational study of the world
3. Not being stuck in a High-level equilibrium trap
Most civilizations don't have any of those three hard to achieve requirements. This is to teach the player just how unlikely the Industrial Revolution was and how much it changed everything. Some players may start an Industrial Revolution in their games, only for it to die out half way. Fewer players would be able to recreate something like our society.
Of course, this would be an opt-in feature.
Let's set a design goal that 85% of games, from 4000 BCE to 2500 CE, will never experience an Industrial Revolution.
How to make it so? Exploit the concept that technology must be desired to be researched. Most polities didn't go through an Industrial Revolution. China didn't. India didn't. Persia didn't. Egypt didn't. It was only Britain that did due to cultural and material factors:
1. Easy to access coal reserves
2. A culture that encouraged rational study of the world
3. Not being stuck in a High-level equilibrium trap
Most civilizations don't have any of those three hard to achieve requirements. This is to teach the player just how unlikely the Industrial Revolution was and how much it changed everything. Some players may start an Industrial Revolution in their games, only for it to die out half way. Fewer players would be able to recreate something like our society.
Of course, this would be an opt-in feature.
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