acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,495
Civ isn’t a history simulation. At best, it’s a simulation of a particular view of history; a particular narrative. Part of that narrative is exploration and expansion (see elsewhere). But another part is the inevitable advance of technology and productivity.
Civ isn't a simulation. But does try to represent history. So, how does it "represent" history? Well, Civ mostly does it by creating analogues of real historical "things". Some times this is very abstract: Civ doesn’t have slavery, but it does let you assign citizens and choose governments and slot policy cards like “triangular trade”, and between the lines you can see the game is assuming some slavery is go on somewhere. Other times Civ is more direct: eg Civ represents espionage by letting you build actually spies. A lot of this works really well.
But Civ has no idea how to represent the Industrial Revolution. It just gives you some more hammers, and hopes for the best.
Hang on. Isn’t there a tech for "Industrial Revolution"?
The Industrial Revolution was a significant moment in human history. Some say it is the only true "Revolution" the world has every had (not counting, you know, fire, farming and possibly sliced bread). This is because it's the only 'Revolution' that radically altered the political, societal and material fabric of society, instead of just chopping off some heads and changing which elites called the shots.
So, how does Civ represent the Industrial Revolution? Well, there’s a tech called Industrialisation and then a few other techs and civics and some new units you get around that time and after. These broadly boost production (you get factories, and your mines produce more hammers for example), and boost housing (more growth means more production).
The Industrial Revolution was a singular moment in history. A radical change in how society worked, which unleashed enormous destructive and creative forces upon the world - globals wars, slavery, but also public health, vaccines, antibiotics, electricity, cards, iphones. And in Civ, this singular moment in history is represented by... some more hammers?
Only in Civ would you want to live between overlapping Factories...
Factories were a big deal when Civ VI first came out. Factories give a regional production bonus, and initially you could stack those bonuses, so one city could be boosted by multiple Factories. Industrialisation (which unlocks Factories) was therefore a game changing moment.
But later on, Firaxis decided this was unbalanced (and, hey, maybe it was) and they nerfed it stacking Factories bonuses hard.
Thing is, as I think @Sostratus has pointed out elsewhere, Civ VI was originally balanced around this regional factory stacking. Removing this has maybe caused some problems around the cost of late game units, buildings and districts. Maybe that needs to be addressed at some point. But I think there’s a more fundamental problem with how Civ represents Industrialisation.
It says it in the name: Revolution
Common sense says the Industrial Revolution should provide extra hammers. Maybe the game needs to add something to replace the loss of Factory bonus stacking and or counter the high cost of late game units and districts. But ultimately, I don’t think more hammers alone can adequately represent the Industrial Revolution.
The Industrial Revolution changed the course of human history. It was Revolutionary. It should the Revolutionary in Civ too. Giving you more of something you already have - more hammers - is not a revolution. It’s just another bigger serving of the same cake you’ve been eating since the Ancient Era. It's a bigger cake of hammers.
Game changing; not game breaking
As I've said before, I'm not trying to post ideas here, because this is not the ideas and suggestions thread (and God help any thread that ends up there, and all her sale upon her).
In some other threads, I've put forward some suggestions, really just to help clarify what I see is the problem.
This time, I don’t really have a specific solution to this particular problem. All I can say is that Civ needs something big to reflect the Industrial Revolution. Not just more hammers, or a new technology that lets you produce ... more hammers. But something needs to happen, so that suddenly there is a whole new dimension to the game.
The Industrial Revolution should unlock new mechanics, and have an impact on the scale of, say founding a Religion.
I’ve have posted a few suggestions elsewhere. One thought I've had to maybe unlock some ‘energy’ concept at some point in the game, so you have to supply your industrial society a certain amount of energy (via eg powerplants), which might in turn require you to have copies of certain strategic resources, so as to keep your cities growing. Another idea, although still not very game changing, is maybe gaining extra trade routes and or some other boost by having a certain number of factories and also strategic resources like coal or oil (which would help make strategic resources in the mid and late game more important than just “now I can upgrade my knights to tanks”). You can read more about these ideas in my signature. But I don't think those ideas really get at the problem either - because they are also just more hammers.
Perhaps the Industrial Revolution is when you can start pooling production between cities (maybe only those cities in a particular region), or you get a modern tax system allowing you to adjust or boost per citizen yields (favouring culture science etc), or can combine trade routes like how you can combine units into corps or armies? But I have no idea how anything like that would work, or how it would really capture the idea of an Industrial Revolution.
Perhaps instead of being a good thing, the Industrial Revolution should instead be a point to increase the challenge for players? Perhaps suddenly loyalty or amenities start working differently and or become tougher to deal with?
Or perhaps...
The Revolution will not be televised: but you can download it from Steam
...perhaps, perhaps, perhaps... there is no way a game like Civ VI can really represent something like the Industrial Revolution. Civ is really just a big boardgame about murdering people, building stuff, and then using the stuff you built to murder more people, or maybe build a rocket to Mars. Maybe a game like that just can't tackle a massive societal change like the Industrial Revolution?
There are also other problems which make it hard to really get into representing the Industrial Revolution. The fact that, for stronger players, the game is normally over by the Renaissance or Industrial Era doesn't help. Nor does the fact that Industrial Zones are not particularly strong Districts.
But, although I don't know how, I do think perhaps there is something that can be done here. The Industrial Revolution should be a big deal. It should be a point where the game changes gears, and you really feel it and see it. It needs to be more than some more hammers, more units and a new policy card. Perhaps the next Expansion will tackle this. Perhaps the seeds of a Revolution have already been planted. I really hope so.
[Post Script: Civfantatics really is one of the best places I've found on the internet - great mods, wonderful debate, passionate and clever people. I've made a few long posts recently, and would like to thank anyone that's read them and liked them. Likewise, I'd like to apologise to anyone who had found them tedious, self indulgent, poorly proof-read, or otherwise disagreeable. Either way, for various (not at all unhappy) reasons, this will be the last of these long posts for some time, and, apart from the Civ of the Week Posts, probably my last post of any description for a while.]
Civ isn't a simulation. But does try to represent history. So, how does it "represent" history? Well, Civ mostly does it by creating analogues of real historical "things". Some times this is very abstract: Civ doesn’t have slavery, but it does let you assign citizens and choose governments and slot policy cards like “triangular trade”, and between the lines you can see the game is assuming some slavery is go on somewhere. Other times Civ is more direct: eg Civ represents espionage by letting you build actually spies. A lot of this works really well.
But Civ has no idea how to represent the Industrial Revolution. It just gives you some more hammers, and hopes for the best.
Hang on. Isn’t there a tech for "Industrial Revolution"?
The Industrial Revolution was a significant moment in human history. Some say it is the only true "Revolution" the world has every had (not counting, you know, fire, farming and possibly sliced bread). This is because it's the only 'Revolution' that radically altered the political, societal and material fabric of society, instead of just chopping off some heads and changing which elites called the shots.
So, how does Civ represent the Industrial Revolution? Well, there’s a tech called Industrialisation and then a few other techs and civics and some new units you get around that time and after. These broadly boost production (you get factories, and your mines produce more hammers for example), and boost housing (more growth means more production).
The Industrial Revolution was a singular moment in history. A radical change in how society worked, which unleashed enormous destructive and creative forces upon the world - globals wars, slavery, but also public health, vaccines, antibiotics, electricity, cards, iphones. And in Civ, this singular moment in history is represented by... some more hammers?
Only in Civ would you want to live between overlapping Factories...
Factories were a big deal when Civ VI first came out. Factories give a regional production bonus, and initially you could stack those bonuses, so one city could be boosted by multiple Factories. Industrialisation (which unlocks Factories) was therefore a game changing moment.
But later on, Firaxis decided this was unbalanced (and, hey, maybe it was) and they nerfed it stacking Factories bonuses hard.
Thing is, as I think @Sostratus has pointed out elsewhere, Civ VI was originally balanced around this regional factory stacking. Removing this has maybe caused some problems around the cost of late game units, buildings and districts. Maybe that needs to be addressed at some point. But I think there’s a more fundamental problem with how Civ represents Industrialisation.
It says it in the name: Revolution
Common sense says the Industrial Revolution should provide extra hammers. Maybe the game needs to add something to replace the loss of Factory bonus stacking and or counter the high cost of late game units and districts. But ultimately, I don’t think more hammers alone can adequately represent the Industrial Revolution.
The Industrial Revolution changed the course of human history. It was Revolutionary. It should the Revolutionary in Civ too. Giving you more of something you already have - more hammers - is not a revolution. It’s just another bigger serving of the same cake you’ve been eating since the Ancient Era. It's a bigger cake of hammers.
Game changing; not game breaking
As I've said before, I'm not trying to post ideas here, because this is not the ideas and suggestions thread (and God help any thread that ends up there, and all her sale upon her).
In some other threads, I've put forward some suggestions, really just to help clarify what I see is the problem.
This time, I don’t really have a specific solution to this particular problem. All I can say is that Civ needs something big to reflect the Industrial Revolution. Not just more hammers, or a new technology that lets you produce ... more hammers. But something needs to happen, so that suddenly there is a whole new dimension to the game.
The Industrial Revolution should unlock new mechanics, and have an impact on the scale of, say founding a Religion.
I’ve have posted a few suggestions elsewhere. One thought I've had to maybe unlock some ‘energy’ concept at some point in the game, so you have to supply your industrial society a certain amount of energy (via eg powerplants), which might in turn require you to have copies of certain strategic resources, so as to keep your cities growing. Another idea, although still not very game changing, is maybe gaining extra trade routes and or some other boost by having a certain number of factories and also strategic resources like coal or oil (which would help make strategic resources in the mid and late game more important than just “now I can upgrade my knights to tanks”). You can read more about these ideas in my signature. But I don't think those ideas really get at the problem either - because they are also just more hammers.
Perhaps the Industrial Revolution is when you can start pooling production between cities (maybe only those cities in a particular region), or you get a modern tax system allowing you to adjust or boost per citizen yields (favouring culture science etc), or can combine trade routes like how you can combine units into corps or armies? But I have no idea how anything like that would work, or how it would really capture the idea of an Industrial Revolution.
Perhaps instead of being a good thing, the Industrial Revolution should instead be a point to increase the challenge for players? Perhaps suddenly loyalty or amenities start working differently and or become tougher to deal with?
Or perhaps...
The Revolution will not be televised: but you can download it from Steam
...perhaps, perhaps, perhaps... there is no way a game like Civ VI can really represent something like the Industrial Revolution. Civ is really just a big boardgame about murdering people, building stuff, and then using the stuff you built to murder more people, or maybe build a rocket to Mars. Maybe a game like that just can't tackle a massive societal change like the Industrial Revolution?
There are also other problems which make it hard to really get into representing the Industrial Revolution. The fact that, for stronger players, the game is normally over by the Renaissance or Industrial Era doesn't help. Nor does the fact that Industrial Zones are not particularly strong Districts.
But, although I don't know how, I do think perhaps there is something that can be done here. The Industrial Revolution should be a big deal. It should be a point where the game changes gears, and you really feel it and see it. It needs to be more than some more hammers, more units and a new policy card. Perhaps the next Expansion will tackle this. Perhaps the seeds of a Revolution have already been planted. I really hope so.
[Post Script: Civfantatics really is one of the best places I've found on the internet - great mods, wonderful debate, passionate and clever people. I've made a few long posts recently, and would like to thank anyone that's read them and liked them. Likewise, I'd like to apologise to anyone who had found them tedious, self indulgent, poorly proof-read, or otherwise disagreeable. Either way, for various (not at all unhappy) reasons, this will be the last of these long posts for some time, and, apart from the Civ of the Week Posts, probably my last post of any description for a while.]
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