"Natural selection" concept for tribes

Kyllix

Chieftain
Joined
Jul 30, 2003
Messages
7
"Natural selection" concept should be add in CIV4. Like in CIV2 when rebel split from your Romain civilisation and become Korean... it sound weird. It could goes with the concept of province or colonies name-it like you want. It would reflect what happen in Canada, USA and South America when the European discover the New World. First of all it was to bring need resource to the Capital. After 100 years, it became a other civilisation but with characteristic from the old. Just like history a "natural selection" concept could be add.

Celt =>Special Event => Anglo-Saxon =>Special Event => English =>Special Event => American

Celt are Religious & Militaristic
Anglo-Saxons are Seafaring & Militaristic
English Seafaring & Expansionist
American are Industrious & Expansionist.

Game could start with 4 civilisation and have a maximum of 16. Like this CIV could be more like the real world with 3 or 4 East Asia civilisation in the same spot, 3 or 4 Caucasian-European civilisation in the same spot, Middle East civilisation in the same spot and Indian and/or African and/or Native civilisation in the same spot. So the game could start with 4 preset civilisation and the game would developed. At the Dawn of Humanity there was a few civilisation. The Special Event can have a direct link with the civ characteristics, leader, culture, corruption, etc…

The same racial group could have trade, militaristic and diplomatic bonus. Arabs and Ottomans could concluded oil deal easily when France and American must give a lot more for the same treaty. On the other side WW could be higher if the old civilisation attack the new like it happen when the English declared to the American Colonies and the danger of civil war could make the bad CIV-Ruler think twice before giving whip !!!

How does it sound to you ? To me it sound great but very complex.
 
I like the idea, just one problem, the expansionist trait should be taken away from any later-developed civ since it is really only useful in the very-early game.
 
Some of this is emerging in the provinces thread.

I'm not sure about 'natural selection' - it's a concept from biology that has never worked as an metaphor in social science, except in some very unpleasant and extreme theories. Not sure about a natural affinity between members of the same race either, what's being modeled here?

Maybe it's just the terminology. I do like the idea of colonies splitting off and developing different characteristics, perhaps based on their geography (lots of sea -> seafaring) or history (lots of war -> militaristic)?

Edit - Add quote from
<http://collections.ic.gc.ca/famous5/Roles/conventions-darwinism.html>

Social Darwinism was an ideology that adapted Charles Darwin's theories of natural selection into the realm of social relations. The result was a social theory that was used to provide a "scientific" explanation and social justification for such things as racial and social inequality. This social theory gave birth to the Eugenics movement. [...] Although today we know that Social Darwinism and Eugenics were based on a flawed understanding of genetics and heredity, as well a variety of social assumptions, at the time, these ideologies were widely accepted in the western world [...]
 
I like this idea. Another way to fix the problem would be to have a "civ list" similar to city lists should any splits happen.
 
instead of starting with 4 civs, lets go the other direction. The game woudl start with hundreds of single-settler civs all lined up along the cradles of civilization such as rivers and coasts. Culture and traits would be similair throughout a region, with several "flavors" overlapping. Some of the flavors would be the major civilizations of the past. The early game would usually involve war or alliance. Some examples would be the consolidation of Egypt in mesopotamia(war) or the loose Hellenic alliances of Greece(alliance). Sometimes it might be nesseccary to unite against larger threats with neighbors(Persia invading Greece).

I'm not sure everwhere this is headed, but the cultures you absorb woudl have some affect on cultural developement and the culture of the land. Your civs names and languages would evolve and diverge and colonies might break off.
 
hundreds of single-settler civs all lined up along the cradles of civilization such as rivers and coasts

Sound a lot of people and a lot of memory for the CPU. But it an interresting point of view. Since CIV is a game that try to "emule" what happen in History the fact that a Chieftain regroup all nomad and barbarian into one big civisation is very important. There is two funnel, one that's going bigger and one that's going smaller.
 
I would agree with rcoutme in saying that either the Expansionist trait should be abandoned OR altered in such a way as to make it a useful trait into the modern age (perhaps a +1 bonus for all units of 2 or greater MP's, or the ability to ALWAYS use other civs road and rail as if it were there own?)
The other possibility is the 'evolving civ trait' ideas put forward in other threads, where a civs traits alter over time according to player/AI strategies.
In this situation, a breakaway civ would possess the traits of the civ from which it originated-but might change as they progressed.

Yours,
Aussie_Lurker.
 
or the ability to ALWAYS use other civs road and rail as if it were there own?)

A little of an off note, but I had always thought that should have been the Geurillas special ability. That would have made it an interesting tactical addition rather than the Silver Medal if you didn't have rubber.

I forgot to add something to my populated world idea above. Settlers would not be avaliable till around the time of Construction when water and other buildings are much easier to make. This means you could try taking other cities, flipping them(will be easier this time), or becoming a great city state. Other strategies would hopefully emerge.
 
'evolving civ trait'

It start to look like a 4X Sci-Fi game but maybe a Civ-Tree (like the Tech tree) coulb buy made. You have to choose between two choice.
 
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