Hey Luca, are you ever going to propose any game mechanics behind what you're discussing? You're asking for extremely detailed simulations of history, which is completely at odds with the entire series. We've asked for any actual suggestions of what that looks like in-game, and you keep refusing to actually tell us how any of this would work as a video game.
The game does not even consider dynastic wars and events simulating the change of civilisations, nor ideologies. In the Middle Ages and the modern era, royal families were much more important than the civilised nation, whereas the game is all about civilisation and nationhood.
Those could be some combination of random narrative events during the regular age and the Crises. ie events that affect your civilization with a frequency and severity based on your government and policies.
The game doesn't model the logistical supplies of getting food to armies in the field either. Historically this is important. But it doesn't mean the game needs to simulate every single loaf of bread eaten by soldiers, and every donkey used to carry them, to be a good game. Just like Call of Duty doesn't need to accurately simulate every bullet wound.
Sounds like something out of Campaign for North Africa, or EUV even. Not remotely the kind of scale Civ covers. We're building civilisations here, not simulating societies brick by brick, and I think OP needs to realise the extent to which Civ can cover it (or play a Paradox game where things can get a lot more granular).
The game doesn't model the logistical supplies of getting food to armies in the field either. Historically this is important. But it doesn't mean the game needs to simulate every single loaf of bread eaten by soldiers, and every donkey used to carry them, to be a good game. Just like Call of Duty doesn't need to accurately simulate every bullet wound.
Instead you have to simulate events, policies are not enough to explain an age not basrac Una. Technology to open an era, but a series of events, even random ones, must be simulated, and so throughout history, even in civ, where history is not real history but a simulative process is necessary.
Because it is not enough to invent feudalism, or commercial guilds, or monasteries to enter the Middle Ages: it is necessary to simulate the political and economic causes for a Middle Ages, like fascism: it is necessary to simulate a war, the disillusioned veterans an economic crisis, a treaty of peace considered unjust, the crisis of liberalism and capitalism.
Why not? That level of simplification makes it fun, makes it a game. We aren't simulating the economic conditions that lead to the creation of a farm outside my capital either, I'm just tapping a tile on the city screen. Nor, for that matter, are we explaining why every civilisation in the world all of a sudden decided that the world should be arranged into hexagonal tiles. It's a game, games are about fun and challenge and mechanics, meanwhile you keep berating us that various things *must* be in the game and *must* be simulated down to the tiniest detail. How about proposing some game mechanisms to mimic these historical processes and engage in a dialogue instead?
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