Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,299
Hunter-Gatherers / Pastoralists / Migrating Agriculture / Others ?
I really think that it should be let up to the player's choice whether he wants to go agriculture or not at the begining of the game.
That implies (a) new form(s) of economy, hunter-gatherers or pastoralists for example.
Because I don't see how we could simulate correctly how people migrate if we don't include that.
Humankind colonized the whole planet before going agriculture. There's no fertile [totally] no man's land being colonized by late settlers. (and by late, I mean 4000 BC)
The only thing that changed with agriculture is the structure of the society, and possibly the apparition of sedentarism. Also, the size of the settlements that became "cities", and the repartition of population that went very condensated in cities and stayed the same elsewhere. (unless there have been a first rural exode, hunter-gatherers being attracted by cities) But I do believe that most hunter-gatherers wanted to keep their way of life. Thing is they just got kind of "exterminated" by the growing rampage of farms and deforestation, and foundings of new cities always. (like in current Civs when a goody hut disappears when encountered, even if in this case this is very artificial)
With the apparition of armies, hunter-gatherers could not even say a word anymore. They were condemned to slaving, human sacrifices (mesoamerica (only ?)) or vassalizing/colonization, so the player should go agriculture at a point but not necessarily at the right start.
Agriculture and armies were possible only within the Cognitive revolution. (See the book "Sapiens") Indeed, people had to believe in the same things in order to cooperate, even if those things didn't existed. This was made possible by a mutation affectating the human brain. (Homo Sapiens brain, that is) It's a kind of perversion that allowed a lot of people to be commanded by a few, and executing coordinate moves.
The ancestor of Homo Sapiens couldn't go out of Africa because he was stopped by Neandertals, stronger and smarter. That's only with the Cognitive revolution that he could form big groups and conquer the world, exterminating actively or passively (probably both) the other dominant species (human or not).
Although, I don't think this should be represented in the game as this go too far way from the idea of civilization, and in time. We should begin with Sapiens domination.
As the turns represent hundred years at the beginning of the game, the expansion could be quite rapid. But I think that firstable, the game should model it pre-start, and it should continue once the game begins.
Expansionism.
Faith (beliefs) should play a major role in the early game. Major beliefs should pop out pretty quickly, and of course the idea of expansion with them. (the other are wrong, we are right) That's why a lot of major civilizations would be expansionist.
Having a settlement the same belief of yours would put it in your empire. Of course, it would not literally belong to you, they would more or less act like vassals in Civ4. And not to forget, if your belief becomes the one of another settlement or group of cities, it could become more powerful that your own shining, and menace your hegemony. This could be represented by votes like in Civ5 UN, and limited decision making like in Civ2 Democracy government.
As you see, there would be a whole new layer of internal control.
Now it's still to determine how you convert the people to your beliefs, as long as those people still have their own. One could imagine they wouldn't be so incline to change their beliefs. It's up to you to use the means one could use in Civ5 and Civ6 for City-States, by sending emissaries, menacing them with an army, sending missionaries, etc.
Also, beliefs changes could be made naturally. For example, if you are in contact with different tribes, your beliefs could mix up, or add up, and form a new belief or ensemble of beliefs. Even if you are doing nothing with those tribes, the fact that contacts between free people would be easier would count. For example, a tribe separated from another by a river would have high contact. Another one separated by another by grassland would have also good contact, determined then by distance. But a tribe separated by another by forest, jungle of a sea (before sailing) would have naturally few contact with each other. (unless you create roads, trade routes, treaties, ambassies, etc.) Some civilizations would even be so familiar with forests and jungles that those would not stop too roughly this permeability. (but still a little bit, because obstacles are what they are) (Zulus) We could imagine the same with hills and mountains. (Incas)
On the same note, you could lose contact with a city you settled, if your people lose contact for too long with it, depending again on geography, trade routes, etc... their beliefs could change, like schisms in religions.
Now, if people with the same beliefs as yourself would be kind of part of your empire, your empire could also include people with different beliefs than yours, by conquest. But I would say that those cities with different beliefs would not be nearly as much useful as your core ones. Gameplay wise it would limit snowballing. Converting the people by force is impossible, it just results in rebellions. Therefore, conquests would have limited importance for the conqueror. It forces civilizations to build up and consolidate internally before going conquest all crazy eventually. One thing you could do though, is going for conquest of already-the-same-beliefs-than-you cities, to increase your power on them. Early it wouldn't be seen as a military dictature, and by the way this word is overused for everything that is not "democracy".
Conclusion :
The world in 4000 BC was fully populated by hunter-gatherers that moved to survive. Homo-Sapiens could even form groups up to a thousand individuals in order to conquer new territories, which they did until the borders of Earth. The Agricultural revolution made it possible to the population to grow bigger, and to have specialized workers such as politicians or soldiers, and therefore huge armies. Every model of beliefs were fighting, in the "we are right, you are wrong" philosophy. Most of the main civilizations had a name to describe the strangers, each which could translate into "barbarians". It's a matter of believing the same thing even if it does not exist. Wars will always exist until everyone trusts into the same asset of beliefs or convert their mind. Minds can be converted by demonstrations of wealth and prosperity for example. It becomes "we are wrong, they are right, let's try to do like them".
Previous Civs had systems of beliefs like culture or religion. What about trying to unite them ?
I really think that it should be let up to the player's choice whether he wants to go agriculture or not at the begining of the game.
That implies (a) new form(s) of economy, hunter-gatherers or pastoralists for example.
Because I don't see how we could simulate correctly how people migrate if we don't include that.
Humankind colonized the whole planet before going agriculture. There's no fertile [totally] no man's land being colonized by late settlers. (and by late, I mean 4000 BC)
The only thing that changed with agriculture is the structure of the society, and possibly the apparition of sedentarism. Also, the size of the settlements that became "cities", and the repartition of population that went very condensated in cities and stayed the same elsewhere. (unless there have been a first rural exode, hunter-gatherers being attracted by cities) But I do believe that most hunter-gatherers wanted to keep their way of life. Thing is they just got kind of "exterminated" by the growing rampage of farms and deforestation, and foundings of new cities always. (like in current Civs when a goody hut disappears when encountered, even if in this case this is very artificial)
With the apparition of armies, hunter-gatherers could not even say a word anymore. They were condemned to slaving, human sacrifices (mesoamerica (only ?)) or vassalizing/colonization, so the player should go agriculture at a point but not necessarily at the right start.
Agriculture and armies were possible only within the Cognitive revolution. (See the book "Sapiens") Indeed, people had to believe in the same things in order to cooperate, even if those things didn't existed. This was made possible by a mutation affectating the human brain. (Homo Sapiens brain, that is) It's a kind of perversion that allowed a lot of people to be commanded by a few, and executing coordinate moves.
The ancestor of Homo Sapiens couldn't go out of Africa because he was stopped by Neandertals, stronger and smarter. That's only with the Cognitive revolution that he could form big groups and conquer the world, exterminating actively or passively (probably both) the other dominant species (human or not).
Although, I don't think this should be represented in the game as this go too far way from the idea of civilization, and in time. We should begin with Sapiens domination.
As the turns represent hundred years at the beginning of the game, the expansion could be quite rapid. But I think that firstable, the game should model it pre-start, and it should continue once the game begins.
Expansionism.
Faith (beliefs) should play a major role in the early game. Major beliefs should pop out pretty quickly, and of course the idea of expansion with them. (the other are wrong, we are right) That's why a lot of major civilizations would be expansionist.
Having a settlement the same belief of yours would put it in your empire. Of course, it would not literally belong to you, they would more or less act like vassals in Civ4. And not to forget, if your belief becomes the one of another settlement or group of cities, it could become more powerful that your own shining, and menace your hegemony. This could be represented by votes like in Civ5 UN, and limited decision making like in Civ2 Democracy government.
As you see, there would be a whole new layer of internal control.
Now it's still to determine how you convert the people to your beliefs, as long as those people still have their own. One could imagine they wouldn't be so incline to change their beliefs. It's up to you to use the means one could use in Civ5 and Civ6 for City-States, by sending emissaries, menacing them with an army, sending missionaries, etc.
Also, beliefs changes could be made naturally. For example, if you are in contact with different tribes, your beliefs could mix up, or add up, and form a new belief or ensemble of beliefs. Even if you are doing nothing with those tribes, the fact that contacts between free people would be easier would count. For example, a tribe separated from another by a river would have high contact. Another one separated by another by grassland would have also good contact, determined then by distance. But a tribe separated by another by forest, jungle of a sea (before sailing) would have naturally few contact with each other. (unless you create roads, trade routes, treaties, ambassies, etc.) Some civilizations would even be so familiar with forests and jungles that those would not stop too roughly this permeability. (but still a little bit, because obstacles are what they are) (Zulus) We could imagine the same with hills and mountains. (Incas)
On the same note, you could lose contact with a city you settled, if your people lose contact for too long with it, depending again on geography, trade routes, etc... their beliefs could change, like schisms in religions.
Now, if people with the same beliefs as yourself would be kind of part of your empire, your empire could also include people with different beliefs than yours, by conquest. But I would say that those cities with different beliefs would not be nearly as much useful as your core ones. Gameplay wise it would limit snowballing. Converting the people by force is impossible, it just results in rebellions. Therefore, conquests would have limited importance for the conqueror. It forces civilizations to build up and consolidate internally before going conquest all crazy eventually. One thing you could do though, is going for conquest of already-the-same-beliefs-than-you cities, to increase your power on them. Early it wouldn't be seen as a military dictature, and by the way this word is overused for everything that is not "democracy".
Conclusion :
The world in 4000 BC was fully populated by hunter-gatherers that moved to survive. Homo-Sapiens could even form groups up to a thousand individuals in order to conquer new territories, which they did until the borders of Earth. The Agricultural revolution made it possible to the population to grow bigger, and to have specialized workers such as politicians or soldiers, and therefore huge armies. Every model of beliefs were fighting, in the "we are right, you are wrong" philosophy. Most of the main civilizations had a name to describe the strangers, each which could translate into "barbarians". It's a matter of believing the same thing even if it does not exist. Wars will always exist until everyone trusts into the same asset of beliefs or convert their mind. Minds can be converted by demonstrations of wealth and prosperity for example. It becomes "we are wrong, they are right, let's try to do like them".
Previous Civs had systems of beliefs like culture or religion. What about trying to unite them ?