Guns, Germs, and Steel - a mod concept

Oregano

Freelance illustrator
Joined
Dec 6, 2005
Messages
95
Hi all,

Post whopping #2, here. I'm an artist, not a programmer, and so I thought I'd toss out some ideas and thoughts that I've had recently and see what the community thought about them.

But first, just so you know I'm not coming out of the blue, I've been playing Civ since version 1, *and* I actually own a board game by the same name that was published sometime around the late 80's. Long before Civilization ever made it to the computer. I've been gaming for a while... :rolleyes:

I'm currently reading a book entitled "Guns, Germs, and Steel - the Fates of Human Societies" written by Jared Diamond. If you are interested in prehistory, or where we came from at all, I highly recomend this book. It is very much like reading a game of Civilization.

That brings me to the point of this post. The book, being extremely thorough, covers tons of ground on how we have gotten to where are today, and why societies didn't develop universally at the same rate throughout the world.

One of the key factors that I noticed that Mr. Diamond brings up and emphasises time and again is the importance of technological development in societies, and how seemingly random this was, and how the technology, once developed, spread from one group to another (much the way the religions do in Civ 4 currently - imagine the tech tree using the same process, complete with the tech being founded someplace and havine to *spread* to other areas - I admit, I start to drool at the idea... :drool: )

Further, and this is important, is that in game, you have access to a whole slew of technologies right from the start of the game, regardless of where you are located (for instance, I can research sailing even if I'm smack dab in the middle of a desert with no rivers, lakes or oasis anywhere to be seen). Also, once a tech has been researched, you then gain access to the resource for building any units that technology may grant you.

This is historically inside out and backwards.

Historically, advances were made *because* of the availability of resources. We didn't figure out how to farm, then discover wheat, flax, olives or whatever. We noticed that wheat and flax were easy to control and grew quickly, provided a somewhat stable food source when hunting was lean and over a long period of time domesticated them, and started propagating them to our purpose. Domesticating animals followed essentially the same arc.

Further, we have guns because the chinese figured out how to utilize salt peter, which was then used in various explosive devices, and further developed by the Europeans for use in war. We had salt peter first, then gun powder, then guns, then cannon, and so on.

What I would love to see is this:

Use the religions as a model for the spread of technological advances in the game, including founding cities. Scientists, engineers, etc. would work exactly like the holy men in game - allowing directed spread of technology. Once a tech has been developed, that's it. It's developed (with the exception of certain premitive techs, like agriculture for example, which developed independently in a handful of places in the world). This places resources right where they should be - ABSOLUTELY vital. If you don't have the resource to develop something, then you can't research it. You *have* to trade for it, or hope that it spreads to your civilization at some point. For example, if you're in the desert, you can't develop sailling unless that tech is adjacent to a sea or ocean. Secrecy could be used to keep modern techs from spreading (for a while) to allow strategic control over developements.

Have players start with *no* technologies, but allow them to develop techs based on what is available locally. (grasses allow agriculture, which can spread through workers, stone allows construction which can be spread through engineers/workers, etc).

Techs would also spread on their own, just like the religions do in game.

The same could happen with the civics, which in fact represent more of the cultures than the color of the terrority you happen to be in.

(The way the religions spread in game I'm kind stunned that no one thought to take this further. It's such an ingenious concept - it could even be used for plagues).

Anyway, those are my ideas for the time being. I'd love to see someone take and run with this. You'd have my eternal gratitude, and I'd be willing to play test it, and offer insight and whatever a programming impaired person might be able to offer :D In the mean time, I *highly* suggest that everyone reads "Guns, Germs, and Steel". It is a dense book, having almost 500 pages, but is totally worth it.

Cheers,
~Oreg.
 
Guns Germs and Steel is an easy, popular read. I'd recommend it as well. Its anthropology and political science are pretty awful in spots, but it has a lot of interesting insights and observations to ponder. Don't miss his "sequel" called COLLAPSE (I think) about how societies fail. It's not as sweeping as Guns Germs and Steel but still a fascinating read. Don't miss the detailed explanation of why the Inuit held on in Greenland when the Vikings died off.
 
One of the key factors that I noticed that Mr. Diamond brings up and emphasises time and again is the importance of technological development in societies, and how seemingly random this was, and how the technology, once developed, spread from one group to another (much the way the religions do in Civ 4 currently - imagine the tech tree using the same process, complete with the tech being founded someplace and havine to *spread* to other areas

Thats actually a pretty good idea, it would take alot of work to do though. May have to wait till SDK.

Kushan
 
I read "Collapse" recently, and I'm currently in the middle of "Guns, Germs and Steel." (hey, who says you have to read them in the order they're written?) They peaked my interest in playing Civ again, just as Civ4 came out.

I had the same idea about using the religon mechanic to spread technology, and having researchable technologies based on locally available resources, in addition to doing something similar with diseases. At this point though, its way past my skills.

I'm trying to teach myself modding by making a couple of scenarios based on cases from "Collapse" (including Inuit vs Greenland Norse), so maybe at some point I'll be able to do something with the technologies.
 
Diseases would be easy. The tricky part is figuring out how to make it act like a religion but not act like a religion: Avoid being able to make it the state religion (short of undoing the choice every time the player makes it), skip the founding videos (I had some errors using "NONE" in place of videos if I recall), ect. Each turn unhealthiness has a chance of increasing. Doctors can lower the unhealtiness as a one time thing, the unhealthiness can go down randomly at a slower rate than it increases, and maybe each time the city starves the plague unhealthiness goes down again. Changing health and happiness spontaneously is a bit difficult though: My best guess is to make 4-5 plague buildings that add -1 health, -2 health, -4, health, -8 health, ect and mix them up to meet the demand.

Civs can adopt the civic "quarantine" that stops the spread of diseases. Players might be able to introduce a disease using a spy, or even a "missionary" aka man comes into town selling blankets. Or just a disease ridden homeless man, but that would be too obvious unless the unit was invisible.
 
I think in terms of diseases, we would have to consider an exception to the directed transfer rule - though on second thought I recall the Native Americans being given small pox infected blankets by the settlers. That was pretty well a directed transfer. So never mind.

Also, I would think that a city that is experiencing starvation would have their chance for a disease go up because of the number of people who are dying.
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Haven't read Collapse yet, didn't know it existed until abbamouse mentioned it. I look forward to getting. As far as Guns, Germs and Steel goes, I'm about midway through chapter 7, so I still have a ways to go yet. Still, completely enjoying it.

~Oreg.

[EDIT]
May have to wait till SDK.
SDK?
 
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