I don't think this line of reasoning holds. It is certainly possible that sequels can perform worse than their predecessors, despite ostensible growth in the gaming market. In other words, it was not fait accompli that Civ 6 would sell better than Civ 4, so pretending that its popularity and sales are not a result of the game itself doesn't make much sense.
I didn't say that Civ 6 was always going to sell better than Civ 4 - but if Civ 4 sold a million copies (all numbers 100% made up, to be clear0 but 75% of strategy gamers bought it, and civ 6 sold 10 million copies but 30% of strategy gamers bought it because the market has grown dramatically, which is more popular? Clearly Civ 6 outsold Civ 4, but Civ 4 had greater market dominance - which represents a more popular game? That's a subjective, personal decision - that's my point, not that Civ 6 was destined to out-sell Civ 4 and so we can't say Civ 6's ideas are popular
I think you're addressing me. I didn't mention silent majority at all, and I didn't say I was confident that my opinion is correct.
Rather, I am confident that most opinions and ideas expressed in this subforum would be unpopular and drag the series down. As a whole, ideas here are too niche, rely too much on nitpicking history factoids, and generally prioritize either historical accuracy or the pet interests of the poster over marketability and good gameplay. How many threads here devolve into people reciting history trivia to each other at some point, completely ignoring any discussion of gameplay? (Nearly every single one)
This concept that ideas here aren't mainstream applies to me as well--I would love it if Civ 7 included 15 Ancient Near Eastern civs but obviously that's not going to happen and would probably be unpopular. The difference is I don't portray this opinion of mine is some enlightened viewpoint founded on noble fealty to historical accuracy.
I was not addressing you!
The example I had in my mind when writing that was the way that I've seen people argue to death whether Civ 5 proves that 1-unit-per-turn is more popular than stacks-of-doom, which was seemingly a neverending argument of both sides stating that their game proves that the silent majority supported/did not support 1UPT. I do think this forum has a tendency to discuss things assuming a great deal of familiarity and care about history, accurately representing history, and complex game mechanics because of who we are. I don't think that's necessarily an issue - I've learnt a great deal from a long time on this forum, and it has made me think more deeply about the mechanics of 4x games. I don't see why something should be done to change this - it's not like we can all magically change our minds to conform perfectly with the average consumer, so we'll inevitably discuss what interests us. I don't think the historical accuracy or complex mechanics we tend to enjoy have to be at odds with good gameplay - but I do think care needs to be taken for suggestions to align with with it.
It's not a misrepresentation. It's a streamlined abstraction because this is a videogame series designed to sell copies and have mass appeal. Can you point out a single element of any Civ game that isn't a streamlined abstraction?
The reason I think it's a misrepresentation is because it gets the cause-and-effect the wrong way around; it goes "these civs valued capitalism/fascism/democracy, and therefore naturally banded together with other civs of similar opinion to fight against those who didn't". That was certainly a popular way to look at the issue for a time, but to my reading, it's exactly the wrong way around - major power blocks formed during and after WW2 because of the dynamics of power and who held it, which affected which parts of the world became communist/capitalist. Of course there are streamlined abstractions in the game, I don't think you'll find anyone disagreeing with that - but this abstraction feels like it has the causation incorrectly. I imagine a similar example would be if you had an event pop up that said "if you don't send a 150 gold gift to Babylon, they'll lose 10 opinion of you and might declare war" - it would feel strange to me, because it should be the other way around; Babylon should lose opinion with you because of other factors, and then you choose to send a gift if you want to try and alleviate that to prevent war. As a note here, I wouldn't find this as strange in a game with events and randomness built in there - if an event pops up saying "the heir of your kingdom has insulted Babylon and you get -10 opinion with them unless you smooth it over", that provides more justification for the cause-and-effect
This entire idea was already represented in Civ 5 as the "fear" diplomatic modifier. It could stand to return and be fleshed out more, but don't necessarily think it needs to be as complex as delineating someone a great power or a hegemon or whatever. It also need not be mutually exclusive with an ideology system.
I literally presented it as inclusive to an ideology system in there, so I do obviously agree that it doesn't have to be mutually exclusive. A fear diplomatic modifier has existed previously, as you say, but my issue with it is:
- Historically, it hasn't worked very well - there's a reason it is never brought up as a way to try and address these issues
- Fear is a complicated one to provide a mechanical representation of without a more fleshed out system - it should both make the civ who is afraid more likely to give in to your demands, but also to take retributive action against you if they can.
- Civs that have joined these power blocks don't necessarily dislike the leader of the power block, as a negative fear modifier tends to represent
- I do consider the system I suggested above a fleshed out version of a fear modifier; it really doesn't have much complexity to it, I don't think:
- You have a civ that you are most at risk from, a slightly more fleshed out version of fear, who has power
- If they abuse that power you dislike them
- If you end up in a position where they are not so dominant, there's a built-in mechanic for those who dislike the person who was on top working together against them
At it's core, I'm trying to focus on good gameplay, as you were mentioning above. It's easy for these mechanics to either get complicated in a way that AI will struggle to take advantage of, or that relies on the AI somehow being dramatically improved and just using a flat opinion modifier change as somehow being enough to change the game's dynamic in a meaningful way. The aim is for a system that gives players more gameable choices, and information about those in an understandable way, that the AI can understand. Click on the Power leaderboard (or Era Score system, or whatever it is tied into), and if you're not the top-dog, see how many work is needed to challenge them, and the AI who will fight them if you get that high are highlighted (and it will happen automatically, so it works for the AI too). If you're on top, you see how far away you are from being threatened, and if it's close you can either try and focus more on pulling ahead in the way the score measures, or you can try and pacify those in your power block so they won't be as angry when you're no longer in charge