Dearmad
Dead weight
- Joined
- Aug 18, 2001
- Messages
- 1,527
Worse than that it's outdated 1980's type thinking toward this game design. Seriously, I think it was a Chris Crawford game that ensconced this sort of thinking into Sid's take on a core value to his own game design for Civ.
In the game this translates into slowing your domestic economy and research (via derailing your builds of civic developments and wonders, etc.) in favor of building military units or visa versa. Basically when you go to war you start to lag behind the "game" of teching and keeping up with population (research, etc.).
This has been a core idea to ALL of the civ games since #1. I think it has truly hampered it's basic game design.
I wonder if Civ VI will finally advance past this idea and trust there are other game systems one can design to balance the idea of constant warfare versus domestic development. One that comes to mind is separating the building of military units from the building of domestic things such as a "theatre" or a "library."(Which things are really merely ideas that change multipliers to resource additions to your economy...)
These economic drains (military??) or additions (buildings?) don't come from a common industrial/gear/cog resource. And aren't simply net +/- modifiers. Depending on the age and technologies involved the mustering of an army and the weaponry required for that army and the social systems required to support that army (roads, the proper militaristic attitude of sacrifice, nationalism, patriotism, grit?, whatever drives a terrorist or rebel, food and its distribution etc., political/real knowledge of one's enemy and how to defeat them versus how to defeat a different enemy) are NOT always used to develop armies to the detriment of the civic and social and economical development of a civilization.
A lot also depends on the geopolitical circumstances, and the technology involved, and the types of resources involved, and how common/uncommon those resources are. Resources being people, technological knowledge, engineering know-how, raw materials, infrastructure to produce/process etc., knowledge (intelligence?).
I dunno, I've always sort of disliked how warfare always slows you down on the other side of the development (tech, pop., etc.) unless you go whole hog and buy into it and then you go world conquest. Which is the most ultimately unrealistic outcome (and unfun outcome for me) of this game. Map painting is boring to me. It is sooooooo easy and simple minded; repetitive.
I think the designers are addressing this in part by the multiple ways of victory. But I think they've got the Tiger by the tail and don't realize the meat of the issue is this continued artificial division of guns versus butter that they could change in favor of some other artifice.
The people who wield the guns need to eat butter on their toast, and some societies develop new ways of supplying MORE of it during warfare. Europe outstripped the rest of world in nearly every measurable capacity during times when it was in near constant warfare. The society of the Huns and early Muslims was based on warfare and allowed for their civilizations to grow magnificently fast, and this included religious and cultural developments that put their enemies to shame! And in many cases it wasn't due to them wiping out their enemies, but incorporating them into their new amalgamated cultures.
And Greece first blossomed for real when they changed the nature of warfare from scary threats where a relative few died no matter how many met, to the idea of killing nearly every enemy soldier you encountered on the field in an organized and horrifically efficient manner.
And later in history: Spain and Portugal largely untouched by war in the 40's (Well, spain rebuilding from it's civil war), Switzerland completely untouched. Germany devastated. Russia devastated. Now? Germany is power-housing Europe. Russia is... well in its own odd way a very serious world player. Spain? Portugal? Switzerland? Yeah whatever... Swiss interesting due to economy, but still only a country without any real world shaping potential.
Anyway. I think separating military units from the resource channel used to grow your civ would lead to some interesting playtests of the core systems for Civ. Supporting the units should obviously cost something, but building them maybe should be a natural outcome of having the systems in place (politically, industrially, tech, social attitudes), so you sometimes find yourself with a large military you didn't exactly order up but was an outgrowth of how you shaped your civ. SO what you gonna do now? Disband them and flood the domestic economic sector with idle dudes? Start a serious supply side economic experiment? Or... send them to a foreign war to begin your Imperial bent?
Just some thoughts.
In the game this translates into slowing your domestic economy and research (via derailing your builds of civic developments and wonders, etc.) in favor of building military units or visa versa. Basically when you go to war you start to lag behind the "game" of teching and keeping up with population (research, etc.).
This has been a core idea to ALL of the civ games since #1. I think it has truly hampered it's basic game design.
I wonder if Civ VI will finally advance past this idea and trust there are other game systems one can design to balance the idea of constant warfare versus domestic development. One that comes to mind is separating the building of military units from the building of domestic things such as a "theatre" or a "library."(Which things are really merely ideas that change multipliers to resource additions to your economy...)
These economic drains (military??) or additions (buildings?) don't come from a common industrial/gear/cog resource. And aren't simply net +/- modifiers. Depending on the age and technologies involved the mustering of an army and the weaponry required for that army and the social systems required to support that army (roads, the proper militaristic attitude of sacrifice, nationalism, patriotism, grit?, whatever drives a terrorist or rebel, food and its distribution etc., political/real knowledge of one's enemy and how to defeat them versus how to defeat a different enemy) are NOT always used to develop armies to the detriment of the civic and social and economical development of a civilization.
A lot also depends on the geopolitical circumstances, and the technology involved, and the types of resources involved, and how common/uncommon those resources are. Resources being people, technological knowledge, engineering know-how, raw materials, infrastructure to produce/process etc., knowledge (intelligence?).
I dunno, I've always sort of disliked how warfare always slows you down on the other side of the development (tech, pop., etc.) unless you go whole hog and buy into it and then you go world conquest. Which is the most ultimately unrealistic outcome (and unfun outcome for me) of this game. Map painting is boring to me. It is sooooooo easy and simple minded; repetitive.
I think the designers are addressing this in part by the multiple ways of victory. But I think they've got the Tiger by the tail and don't realize the meat of the issue is this continued artificial division of guns versus butter that they could change in favor of some other artifice.
The people who wield the guns need to eat butter on their toast, and some societies develop new ways of supplying MORE of it during warfare. Europe outstripped the rest of world in nearly every measurable capacity during times when it was in near constant warfare. The society of the Huns and early Muslims was based on warfare and allowed for their civilizations to grow magnificently fast, and this included religious and cultural developments that put their enemies to shame! And in many cases it wasn't due to them wiping out their enemies, but incorporating them into their new amalgamated cultures.
And Greece first blossomed for real when they changed the nature of warfare from scary threats where a relative few died no matter how many met, to the idea of killing nearly every enemy soldier you encountered on the field in an organized and horrifically efficient manner.
And later in history: Spain and Portugal largely untouched by war in the 40's (Well, spain rebuilding from it's civil war), Switzerland completely untouched. Germany devastated. Russia devastated. Now? Germany is power-housing Europe. Russia is... well in its own odd way a very serious world player. Spain? Portugal? Switzerland? Yeah whatever... Swiss interesting due to economy, but still only a country without any real world shaping potential.
Anyway. I think separating military units from the resource channel used to grow your civ would lead to some interesting playtests of the core systems for Civ. Supporting the units should obviously cost something, but building them maybe should be a natural outcome of having the systems in place (politically, industrially, tech, social attitudes), so you sometimes find yourself with a large military you didn't exactly order up but was an outgrowth of how you shaped your civ. SO what you gonna do now? Disband them and flood the domestic economic sector with idle dudes? Start a serious supply side economic experiment? Or... send them to a foreign war to begin your Imperial bent?
Just some thoughts.