Little things from prior games that I hope are in Civ 7

The new game should have political motivations: without the factories, you would not have the proletariat , and without the proletariat , you do not have the possibility of a revolution , communist - or socialist , without the barbarian invasions you do not have feudalism , the system , banking , modern , the rise of the city dynasties and therefore of the Renaissance , the great trade , marco polo , in a hypothetical Roman empire Moderna would have been different : wars , revolutions , dynasties , emperors . So it makes no sense, the system of government , the political system, economic , only in abstract form, of bonuses, but also have repercussions on the economy. And about the population
 
The new game should have political motivations: without the factories, you would not have the proletariat , and without the proletariat , you do not have the possibility of a revolution , communist - or socialist
Except, that China, Vietnam, Cambodia, Laos, Cuba, Burma/Myanmar, Grenada, and Nicaragua - famous Communist revolutions - as opposed to a previously extant Communist nation directly planting the Government - were practically entirely agrarian, with no meaningful industry to speak of, and even Russia was MOSTLY agrarian, with only limited factory industry in some big cities (in fact, the Narodniks, one of the big opposing factions to the Bolsheviks, had created a, "populist, agrarian, socialist revolutionary ideology as an alternative to Commmunism).
 
Except, that China, Vietnam, Cambodia, Laos, Cuba, Burma/Myanmar, Grenada, and Nicaragua - famous Communist revolutions - as opposed to a previously extant Communist nation directly planting the Government - were practically entirely agrarian, with no meaningful industry to speak of, and even Russia was MOSTLY agrarian, with only limited factory industry in some big cities (in fact, the Narodniks, one of the big opposing factions to the Bolsheviks, had created a, "populist, agrarian, socialist revolutionary ideology as an alternative to Commmunism).
A Communist Revolution in Russia would have come as a great surprise to one K. Marx, who assumed that the first such would be in England or Germany, the two 'industrial powers' of his day.

And in fact, as research into the sociology and psychology of Stalin's regime by Roger Reese has shown, the urban proletariat were the most reliable supporters of the Soviet State, while the agricultural 'peasants' were far less enthusiastic - starving several million of them to death in the enforced collectivisation of Russian and Ukrainian agriculture probably had a lot to do with that. "Workers of the World, Unite!" might have worked as a slogan, "Farmers of the World, Give Us Everything You Produce!", not so much.
 
I'd say "European civilization" is a *mild* exxageration the other way, but certainly something equivalent to a Western European civilization lumping together France, England, Rome, Spain, Portugal and Gaul.
 
Other important aspect is that the modern idea of Socialism/Communism emerge in an Industrial society, these ideologies spread to others societies regardless those were really industrialized or not and if a socialism/communism regime was stablished or not.
That is an aspect that is very important for civics, technologies and also domesticated varieties and diseases, most of these arise in few places and then they spread. In a "realist" CIV game most civs wouldnt research but embrace new ideologies, technologies and crops.
 
Other important aspect is that the modern idea of Socialism/Communism emerge in an Industrial society, these ideologies spread to others societies regardless those were really industrialized or not and if a socialism/communism regime was stablished or not.
That is an aspect that is very important for civics, technologies and also domesticated varieties and diseases, most of these arise in few places and then they spread. In a "realist" CIV game most civs wouldnt research but embrace new ideologies, technologies and crops.
The problem is that, like immortal leaders, researching the majoritiy of your techs is a big, iconic theme of civ. Though, one could abract what, "research," meant in totality.
 
The problem is that, like immortal leaders, researching the majoritiy of your techs is a big, iconic theme of civ. Though, one could abract what, "research," meant in totality.
Exactly. The abstraction is why for example I decided to keep "Labourers" as a denizen class that include both rural and urban workers like farmers, fishers, miners, lumberjacks and also the industrial workers (artisans are their own class because their role creating cultural products and to keep a traditional vs industrial element), this way both rural and urban labourers are matter to spread socialism.
Now I am of the idea that most players want something recognizible so the same average player that expect to have a Byzantium civ would also expect to get Socialism/Communism as the result of the working conditions in an industrialized society, the same players that want to industrialize their civ to keep being one of the world power in their games. So is perfectly CIV like to link the Socialist movements to your implementation of industrial districts.

Anyway spread of civics, techs and crops could still be represented by the discount to their research cost from any civ that already have it and share borders, trade routes, religion, etc. with you.
 
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Exactly. The abstraction is why for example I decided to keep "Labourers" as a denizen class that include both rural and urban workers like farmers, fishers, miners, lumberjacks and also the industrial workers (artisans are their own class because their role creating cultural products and to keep a traditional vs industrial element), this way both rural and urban labourers are matter to spread socialism.
Now I am of the idea that most players want something recognizible so the same average player that expect to have a Byzantium civ would also expect to get Socialism/Communism as the result of the working conditions in an industrialized society, the same players that want to industrialize their civ to keep being one of the world power in their games. So is perfectly CIV like to link the Socialist movements to your implementation of industrial districts.

Anyway spread of civics, techs and crops could still be represented by the discount to their research cost from any civ that already have it and share borders, trade routes, religion, etc. with you.
And why? One civilization, which dominates another civilization imposes its own culture! , the Romans, the Arabs, the English also made it technological,. I believe that a change in ideology also entails a change in the system of life , economic , social , and human , and changes according to the times one of the reasons why there is no need for fixed leaders , or representative , if not the period , historical , then not all civilizations can invent . Alphabet,: the Arabs brought Arabic numerals and mathematics, the Romans had numbers but they were different, so evolution of the calendar: the Russians had the Julian calendar until 1917 , the Chinese have theirs , the Arabs their the North Koreans have it since the birth of Kim il sung
 
Hidden nationality for Privateers (and maybe also an earlier, medieval or late-classical "Corsair" unit?) that causes all Privateers to appear as "barbarian" units, regardless of who owns them. This allows Privateers to attack other players without a declaration of war. I think this is one of the best ways of encouraging players to build larger navies, since some naval presence would be required for preventing Privateers from harassing your coastlines and trade routes.

And heck, maybe there can be Bandit or Raider units on that perform the same function on land?
 
Hidden nationality for Privateers (and maybe also an earlier, medieval or late-classical "Corsair" unit?) that causes all Privateers to appear as "barbarian" units, regardless of who owns them. This allows Privateers to attack other players without a declaration of war. I think this is one of the best ways of encouraging players to build larger navies, since some naval presence would be required for preventing Privateers from harassing your coastlines and trade routes.

And heck, maybe there can be Bandit or Raider units on that perform the same function on land?
Yeah this was in no Civilization game so slightly off-topic regarding the thread, but we definitely need trade routes being pictured on the map, and having to be secured from any attackers. That would give a purpose to building remote trading posts/colonies which is definitely strategic, historical and potential for a lot of fun. A return of privateers would be cool I also agree, even more in that context.
 
Yeah this was in no Civilization game so slightly off-topic regarding the thread, but we definitely need trade routes being pictured on the map, and having to be secured from any attackers. That would give a purpose to building remote trading posts/colonies which is definitely strategic, historical and potential for a lot of fun. A return of privateers would be cool I also agree, even more in that context.
Beyond Earth had this aspect to trade routes. One of the map options showed the path of the trade route, so you could put a military unit to intersect it if you were at war with the player. Aliens/barbarians would attack trade routes unless you completed a specific building and option for it.

Civ3 had hidden nationality privateers. They weren't always 100% hidden, since I see them popping in and out of certain AI cities. :)
 
If you could then reveal the Privateers nationality via Spies, or maybe if you sink them with other Privateers, that would be cool. I'm actually down for this idea
 
A simple solution is that Privateers are exactly like Barbs, anyone can attack them

Killing a Privateer reveals it’s nationality
 
A simple solution is that Privateers are exactly like Barbs, anyone can attack them

Killing a Privateer reveals it’s nationality
Instead of Privateer units, have standard units have an option of becoming Privateers or Raiders if they are land units. You control them and benefit from their pillaging but loose control after a certain number of turns.
 
..or you could have the destroyer or a certain naval unit that can reveal privateers. You could also have a promotion that does this as well.
 
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