When civ7 first announced that it's going to feature civs changing with eras, I wept in terror, for I disliked the system as it was handled in Humankind (as in: in the extremely emotionally alienating way). Alas, you know what, civ devs managed to largely convince me to their version of that idea. I am positively curious of this experiment and I think it offers a lot of creative opportunities for the series. I also admit I'm not *that* fond of the age old idea that we begin in the neolithic year 4000 BC with the modern nationalities of say Poles, Scots, or Brazilians. I do think that beginning from Slavs or Celts and only then unlocking more modern civ may be more immersive (and more fun).
However, I am still not very keen on one aspect of the new systems: that civilizations *have to* die at the junctions between eras, that there is no way for Assyria to exist in the modern era. In fact, in this very real world we do have Assyrian people and culture surviving till this very day! So, for sake of Assyrians, let me present arguments from history, game design and the spirit of civ franchise, why civ7 should give Assyrians the ability to go from ancient to modern era without transforming into Arabs, and how could it look without threating devs vision.
It's going to be a goddamn long post, hence spoilers to make it more readable.
History, or how some stood after all
Orthodox supporters of civ era switching tryumphantly bring a certain argument: that in real history cultures always change, dying sooner or later, and no civilisation can be feasibly said to have existed from the ancient era till the modern day. Hence civ7 is going to finally please Ozymandias and topple the silly essentialism stating that 2000 years ago Polish speaking people were traversing Vistula river basin proudly in their socks and sandals.
Correction: cultures *often* change, transform and die out - but quite a few do indeed qualify to survive from civ7 "ancient era" till "modern era". Japan has unbroken dynastic continuity of 1500 years, and even longer cultural one. Koreans and Vietnamese don't have the worst claims of two millenia of history. Ethiopian, Armenian and Coptic churches exist in the direct unbroken line since the 4th century. It's hard to deny ancient continuity of Jewish culture; modern Greeks can somewhat understand language of their ancient ancestors from Homeric age; and Assyrians are still around. And while China, India and Iran are controversial cases and one can argue these are not continuous (and they definitely deserve being displayed as many separate civs), the notion of them as "civilizations" is not entirely gone at all. But even without going for the ancient examples, nearly every modern Eurasian ethnicity can easily claim being in two eras.
The rise and fall of the essential counterargument
There is one great counterargument to be made regarding my claim above: namely that, you see Krajzen, as wise and handsome as you are, all the cultures you have just mentioned are not, in fact, essential monoliths unchanging across space in time. We shouldn't talk about "Armenians" but rather three separate civs of "Arsacid Armenia", "Armenian Cilicia" and "Republic of Armenia", for these were quite different cultures, differing in every regard, even geporaphic space they have occupied. Hence, one cannot really talk about "Armenian civ" standing the test of time and persisting across eras.
That's an intriguing argument, which would require me to enter very difficult historiosophic debate regarding cultural continuity and discontinuity across time.
Fortunately I don't have to do so, because Firaxis devs themselves immediately shoot down themselves in the foot by the decision to include a civilization they call "Maya". Not "specific period Y Maya" or "specific ethnolinguistic group X of many Mayan peoples and languages", nor "specific political entity Maya", no - they take the broadest possible notion of "Maya" and essentialise it for sake of better gameplay, while restricting them to the ancient era.
In which case it is entirely fair for me to point out, that "Maya" defined in such most general way is a civilization which not just survived till the very end of the 16th century in the independent state form, so till the very end of era II as well - but also that Mayan people are alive and well today, numbering over 9 million, of whose 6 million still speak (many) Mayan languages! Hence we can see how civ which IRL actually is present in all "three eras" in game is forced to perish at the end of the first. Which brings us to the awkward point of...
I'm sorry native Americans - modernity is not for you, or awkward implications of Civ VII design
...the fact that a 100% Mayan (or Nahua) guy who plays civ7 cannot play alternate history with his people building modern era civilization, avoiding ten thousand mizeries and genocidies brought upon them by the scourge of colonialism. Civ7 tells him that his people and inherently "ancient" (or well "exploration era") culture which is predetermined to die out, they are inherently incapable of being "modern", and to add insult and a pinch of salt to the injury, their only way to carry on their legacy is via the colonial states that were born from their conquest. I mean, I do have Nahua friend who is simultaneously a Mexican patriot, but I'm pretty sure he too would appreciate the Aztec alternate history.
Game design and player psychology, or don't take away my identity
I can't think of any RPG like this, nor about any FPS game which lets you upgrafe tour guns and get attached to them and then forces you to replace them with very different guns. And I think that's for a damn good reason:
1) Challenge in games is fun
2) Change in games is fun
3) Limited choices and difficult decisions are fun
4) But *forcibly* taking away player's old toys and cosmetics and replacing them against his will is not fun
5) Specially if said toys are actually character's and by extension player's *identity*, because while the player can accept drastically changing game rules, one has to have control who she/he is (unless the game is conceptualized as linear storytelling to begin with)
I'm all for radical experimentation with Civ franchise and I love the idea of eras, of crises player must face to survive, and the ability to transform your civ across eras plenty of games enforce such challenge and narrative structure to grest benefit. But forcing player to change civs mid game against his/her will seems to go against some psychological fundaments of video games for me - developers force the player to leave ingame identity he/she is perhaps comfortable with. Give me the option to switch cultures, yes; make AI opponents transform for more exciting world; but I wan alsot the option to somehow retain my old culture because sometimes I'm attached to it and by enforcing me to change you are messing with my own narrative regarding who I am in the game. Especially as - here we return to the previous points - historical Mayans or Poles had no problem very much surviving from one era to the next one, so why can't I, in a historical themed video game?
Civ7 grand design, and how the optional civ retention doesn't threaten it
Okay, but how do you exactly envision it? What about the balance?
The option to retain civ when entering new era should be limited only to the players, both human and AI, who have dealt with the Crisis *very* well. Ideally I'd say between zero and at most 20% of AI civs should be able to both unlock and choose retention per era transition. It makes sense in-universe (continuous cultures are those who survived inbthe best shape), IRL, and doesn't depart too part from civ devs' idea that history forces the players to adapt one way or another. It also precludes most of the AIs from civ retention, while making the remaining ones compete for less next era civs, thereby making the remaining transitions more historical.
As for balance, leader ability transcends chosen civ, whereas many civ unique abilities can handle future eras as well. So the retention civ has no fresh unique unit, UI, and IIRC policy cards (not sure here). The easiest way to counterbalance that would be to provide some generic "Legacy" bonuses/policy cards to the retention civs, depending on their past specializations - so as retained Rome you get bonus to heavy infantry and X district type because of your ancient traditions, while you unlock policy cards providing bonuses to your museums and diplomacy etc.
TL;DR or Jesus Christ that post is too long
I am a fan of unlocking the ability to retain past era civ when entering an era - under the condition of handling the crisis mechanic very well; usually the vast majority of AIs shouldn't do that. This
1) Makes sense in-universe and inside the game's narrative
2) Makes grest amount of historical sense, due to the sheer amount of real life cultures and states who survived "era transitions" IRL
3) Doesn't stray too away from the devs vision and the game's philosophy, respecting it while also helping for many upset players to adapt; the vasy majority of players and sessions would probably involve at least one civ switch anyway
4) While not frustrating the players with the inherently alienating design of "the game forces you to replace the identity of your 'character'" (or your class in the RPG, your weapons in Doom Eternal etc)
5) ...and allowing the players to satisfy the age old purpose of those games: to make their ancestors win against historical defeats, to make Precolombian Indians empires survive to the modern day, and to Stand the Test of Time.
However, I am still not very keen on one aspect of the new systems: that civilizations *have to* die at the junctions between eras, that there is no way for Assyria to exist in the modern era. In fact, in this very real world we do have Assyrian people and culture surviving till this very day! So, for sake of Assyrians, let me present arguments from history, game design and the spirit of civ franchise, why civ7 should give Assyrians the ability to go from ancient to modern era without transforming into Arabs, and how could it look without threating devs vision.
It's going to be a goddamn long post, hence spoilers to make it more readable.
History, or how some stood after all
Spoiler :
Orthodox supporters of civ era switching tryumphantly bring a certain argument: that in real history cultures always change, dying sooner or later, and no civilisation can be feasibly said to have existed from the ancient era till the modern day. Hence civ7 is going to finally please Ozymandias and topple the silly essentialism stating that 2000 years ago Polish speaking people were traversing Vistula river basin proudly in their socks and sandals.
Correction: cultures *often* change, transform and die out - but quite a few do indeed qualify to survive from civ7 "ancient era" till "modern era". Japan has unbroken dynastic continuity of 1500 years, and even longer cultural one. Koreans and Vietnamese don't have the worst claims of two millenia of history. Ethiopian, Armenian and Coptic churches exist in the direct unbroken line since the 4th century. It's hard to deny ancient continuity of Jewish culture; modern Greeks can somewhat understand language of their ancient ancestors from Homeric age; and Assyrians are still around. And while China, India and Iran are controversial cases and one can argue these are not continuous (and they definitely deserve being displayed as many separate civs), the notion of them as "civilizations" is not entirely gone at all. But even without going for the ancient examples, nearly every modern Eurasian ethnicity can easily claim being in two eras.
The rise and fall of the essential counterargument
Spoiler :
There is one great counterargument to be made regarding my claim above: namely that, you see Krajzen, as wise and handsome as you are, all the cultures you have just mentioned are not, in fact, essential monoliths unchanging across space in time. We shouldn't talk about "Armenians" but rather three separate civs of "Arsacid Armenia", "Armenian Cilicia" and "Republic of Armenia", for these were quite different cultures, differing in every regard, even geporaphic space they have occupied. Hence, one cannot really talk about "Armenian civ" standing the test of time and persisting across eras.
That's an intriguing argument, which would require me to enter very difficult historiosophic debate regarding cultural continuity and discontinuity across time.
Fortunately I don't have to do so, because Firaxis devs themselves immediately shoot down themselves in the foot by the decision to include a civilization they call "Maya". Not "specific period Y Maya" or "specific ethnolinguistic group X of many Mayan peoples and languages", nor "specific political entity Maya", no - they take the broadest possible notion of "Maya" and essentialise it for sake of better gameplay, while restricting them to the ancient era.
In which case it is entirely fair for me to point out, that "Maya" defined in such most general way is a civilization which not just survived till the very end of the 16th century in the independent state form, so till the very end of era II as well - but also that Mayan people are alive and well today, numbering over 9 million, of whose 6 million still speak (many) Mayan languages! Hence we can see how civ which IRL actually is present in all "three eras" in game is forced to perish at the end of the first. Which brings us to the awkward point of...
I'm sorry native Americans - modernity is not for you, or awkward implications of Civ VII design
Spoiler :
...the fact that a 100% Mayan (or Nahua) guy who plays civ7 cannot play alternate history with his people building modern era civilization, avoiding ten thousand mizeries and genocidies brought upon them by the scourge of colonialism. Civ7 tells him that his people and inherently "ancient" (or well "exploration era") culture which is predetermined to die out, they are inherently incapable of being "modern", and to add insult and a pinch of salt to the injury, their only way to carry on their legacy is via the colonial states that were born from their conquest. I mean, I do have Nahua friend who is simultaneously a Mexican patriot, but I'm pretty sure he too would appreciate the Aztec alternate history.
Game design and player psychology, or don't take away my identity
Spoiler :
I can't think of any RPG like this, nor about any FPS game which lets you upgrafe tour guns and get attached to them and then forces you to replace them with very different guns. And I think that's for a damn good reason:
1) Challenge in games is fun
2) Change in games is fun
3) Limited choices and difficult decisions are fun
4) But *forcibly* taking away player's old toys and cosmetics and replacing them against his will is not fun
5) Specially if said toys are actually character's and by extension player's *identity*, because while the player can accept drastically changing game rules, one has to have control who she/he is (unless the game is conceptualized as linear storytelling to begin with)
I'm all for radical experimentation with Civ franchise and I love the idea of eras, of crises player must face to survive, and the ability to transform your civ across eras plenty of games enforce such challenge and narrative structure to grest benefit. But forcing player to change civs mid game against his/her will seems to go against some psychological fundaments of video games for me - developers force the player to leave ingame identity he/she is perhaps comfortable with. Give me the option to switch cultures, yes; make AI opponents transform for more exciting world; but I wan alsot the option to somehow retain my old culture because sometimes I'm attached to it and by enforcing me to change you are messing with my own narrative regarding who I am in the game. Especially as - here we return to the previous points - historical Mayans or Poles had no problem very much surviving from one era to the next one, so why can't I, in a historical themed video game?
Civ7 grand design, and how the optional civ retention doesn't threaten it
Spoiler :
It is at this point that I can hear the great cry of sorrow crossing the Atlantic, having come all the way from America. It is civ7 devs who weep: "We have such fun design philosophy dear players, why do you reject it; to allow civ retention is to bring it all to ruin, to admit defeat"
Is it, though? The revolutionary fundament of civ7 is not civ switching in itself but the idea to reflect dynamic and nonlinear nature of history by the division of gsme structure into three very different eras, with dramatic crisis transitions between them, with the ideal outcome of said design being the resolution of the age old 4X endgame problem. Devs themselves said it, and changing civs at the junctions came later. And it's a great idea, as the fact that cultures change across history makes the game closer to reality - but not forcing them all to exist only in the narrow artificial intervals. Is it really historical and immersive that Spain always has to die by the 18th century?
Many cultures change, morph and disappear... but some do persist. The third way would be the closest to the truth, while retaining shakeups between eras, dynamic and changing game world, and the exciting possibility of switching civs (but not the brute necessity). It would be also way easier for both players and devs to add new civs, scenarios and TSL maps, without the necessity to always struggle with the "missing links".
Is it, though? The revolutionary fundament of civ7 is not civ switching in itself but the idea to reflect dynamic and nonlinear nature of history by the division of gsme structure into three very different eras, with dramatic crisis transitions between them, with the ideal outcome of said design being the resolution of the age old 4X endgame problem. Devs themselves said it, and changing civs at the junctions came later. And it's a great idea, as the fact that cultures change across history makes the game closer to reality - but not forcing them all to exist only in the narrow artificial intervals. Is it really historical and immersive that Spain always has to die by the 18th century?
Many cultures change, morph and disappear... but some do persist. The third way would be the closest to the truth, while retaining shakeups between eras, dynamic and changing game world, and the exciting possibility of switching civs (but not the brute necessity). It would be also way easier for both players and devs to add new civs, scenarios and TSL maps, without the necessity to always struggle with the "missing links".
Okay, but how do you exactly envision it? What about the balance?
Spoiler :
The option to retain civ when entering new era should be limited only to the players, both human and AI, who have dealt with the Crisis *very* well. Ideally I'd say between zero and at most 20% of AI civs should be able to both unlock and choose retention per era transition. It makes sense in-universe (continuous cultures are those who survived inbthe best shape), IRL, and doesn't depart too part from civ devs' idea that history forces the players to adapt one way or another. It also precludes most of the AIs from civ retention, while making the remaining ones compete for less next era civs, thereby making the remaining transitions more historical.
As for balance, leader ability transcends chosen civ, whereas many civ unique abilities can handle future eras as well. So the retention civ has no fresh unique unit, UI, and IIRC policy cards (not sure here). The easiest way to counterbalance that would be to provide some generic "Legacy" bonuses/policy cards to the retention civs, depending on their past specializations - so as retained Rome you get bonus to heavy infantry and X district type because of your ancient traditions, while you unlock policy cards providing bonuses to your museums and diplomacy etc.
TL;DR or Jesus Christ that post is too long
I am a fan of unlocking the ability to retain past era civ when entering an era - under the condition of handling the crisis mechanic very well; usually the vast majority of AIs shouldn't do that. This
1) Makes sense in-universe and inside the game's narrative
2) Makes grest amount of historical sense, due to the sheer amount of real life cultures and states who survived "era transitions" IRL
3) Doesn't stray too away from the devs vision and the game's philosophy, respecting it while also helping for many upset players to adapt; the vasy majority of players and sessions would probably involve at least one civ switch anyway
4) While not frustrating the players with the inherently alienating design of "the game forces you to replace the identity of your 'character'" (or your class in the RPG, your weapons in Doom Eternal etc)
5) ...and allowing the players to satisfy the age old purpose of those games: to make their ancestors win against historical defeats, to make Precolombian Indians empires survive to the modern day, and to Stand the Test of Time.
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