pineappledan
Deity
The video game franchise has no interest or use for an academically rigorous and coherent construction of civilizations when building its roster of playable factions. They will portray who they think will be popular, based on who their consumer market is and who customers will pay money to see. That said, even though ''a more coherent view on how civilizations in general [...] should be represented in the game" will never be adopted, it's still fun to think about.
First off, I think the strongest marker for what would be considered a civilization is a unique material culture, most clearly expressed in a unique architectural style and aesthetic. This is basically the gamified version of the idea of a cultural area. In a civ game, this would be most clearly expressed by civs having a clearly unique city tile architecture. Basically, if all of the humans on earth disappeared and space aliens 1000 years from now looked at the ruins left behind, how would they categorize the different styles and materials they found? One of the hallmarks for the traditional definition of a civilization is monumental architecture, after all.
So how would I handle syncretic cultures, such as a Hellenized Iranian empire like the Seleucids or a Persianized Turko-Mongolic empire like the Gurkani? I wouldn't. Players make syncretic cultures through their choices by adopting disparate policies/governments, conquering another civ and integrating their population into their empire, spreading their cultural influence, etc. The mixing of cultures is depicted through emergent gameplay. The exception to that is that I would reserve space for something I would call 'imperial civilizations', empires whose emergence, spread, and legacy were unique experiments of global import which transcended cultural spheres, and the franchise would be remiss to exclude them simply because they elude a neat cultural box. Examples of this would be the Islamic caliphates, the Latin-American Empires of Spain and Portugal, the Northern European Colonial-Industrial projects, Global Communism, and the Pax Americana.
First off, I think the strongest marker for what would be considered a civilization is a unique material culture, most clearly expressed in a unique architectural style and aesthetic. This is basically the gamified version of the idea of a cultural area. In a civ game, this would be most clearly expressed by civs having a clearly unique city tile architecture. Basically, if all of the humans on earth disappeared and space aliens 1000 years from now looked at the ruins left behind, how would they categorize the different styles and materials they found? One of the hallmarks for the traditional definition of a civilization is monumental architecture, after all.
So how would I handle syncretic cultures, such as a Hellenized Iranian empire like the Seleucids or a Persianized Turko-Mongolic empire like the Gurkani? I wouldn't. Players make syncretic cultures through their choices by adopting disparate policies/governments, conquering another civ and integrating their population into their empire, spreading their cultural influence, etc. The mixing of cultures is depicted through emergent gameplay. The exception to that is that I would reserve space for something I would call 'imperial civilizations', empires whose emergence, spread, and legacy were unique experiments of global import which transcended cultural spheres, and the franchise would be remiss to exclude them simply because they elude a neat cultural box. Examples of this would be the Islamic caliphates, the Latin-American Empires of Spain and Portugal, the Northern European Colonial-Industrial projects, Global Communism, and the Pax Americana.
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