• We created a new subforum for the Civ7 reviews, please check them here!

What Can Civ VII Learn From Humankind and other games?

What am I trying to say: in real life cultures dramatically "mutating" is a centuries long process caused by very intense interactions (usually conquest). If the process doesn't occur or is too weak then you actually do end up with peoples who have cohesive cultural continuity for millenia. What does NEVER happen in real life is what Humankind does, ...
If somebody have doubts I am not saying the way Humankind do the culture change is ideal neither that CIV need it. What I want to point is how many people (I see this a lot on Reddit and Steam) do not have a problem with the change of cultures, what they have an "immersion breaking" problem is that we can change to any historicaly unrelated culture. And like I said on the context of the game Gauls>Franks do not make more sense than Persians>Aztecs because both need some people come and take over your nation in a world without their real historical distribution.

So the part that bother most people is not the game abstraction of some invasion of people than take over your empire, what bother them is WHO is taking over.

Represent the real factors of cultural change is very difficult for a game, on CIV most people dont have problem with turns being almost a century long on some eras, found religions without the real context from where they rise, or change to a goverment type that make no sense neither for the leader and being a prosperous world power.

Now for some context which one of these are worse example of history:

1- Modern UK is the outcome of the influence of peoples like Brittons, Romans, Gaels, Anglo-Saxons, Danes and Normans.
2- Euro Americans are being living on North America since 6000 years ago and they developed civilization by themselves.

Of course real UK would not have Assyrians or Ming on their history but neither Indians started next to Mapuche and Kongo like CIV could do.
 
Last edited:
If somebody have doubts I am not saying the way Humankind do the culture change is ideal neither that CIV need it. What I want to point is how many people (I see this a lot on Reddit and Steam) do not have a problem with the change of cultures, what they have an "immersion breaking" problem is that we can change to any historicaly unrelated culture. And like I said on the context of the game Gauls>Franks do not make more sense than Persians>Aztecs because both need some people come and take over your nation in a world without their real historical distribution.

So the part that bother most people is not the game abstraction of some invasion of people than take over your empire, what bother them is WHO is taking over.

Represent the real factors of cultural change is very difficult for a game, on CIV most people dont have problem with turns being almost a century long on some eras, found religions without the real context from where they rise, or change to a goverment type that make no sense neither for the leader and being a prosperous world power.

Now for some context which one of these are worse example of history:

1- Modern UK is the outcome of the influence of peoples like Brittons, Romans, Gaels, Anglo-Saxons, Danes and Normans.
2- Euro Americans are being living on North America since 6000 years ago and they developed civilization by themselves.

Of course real UK would not have Assyrians or Ming on their history but neither Indians started next to Mapuche and Kongo like CIV could do.

A game could be developed that allowed only 'historical' progressions of cultures.

It would require that the geographical relationships between Civs were essentially the same in every game, and result in players having a pretty good idea what was going to happen to them, and only a limited ability to modify it.

Result:

It would be unplayable. No real reason to replay the game after you've struggled through a single rendition, and a frustration factor off the charts.

So, both Civ and Humankind get it right from a game-play perspective: freewheeling interactions between cultures/civs that in real life never heard of each other, ability (in Humankind) to convert to cultures/factions that IRL were so different culturally an ethnically that 'conversion' would have required Genocide. All that gets papered over to provide an intriguing, playable game.

The question is, how can we break Civ out of its Straitjacket of One Civ, One Game which is all you can play now, without getting a Humankind-like One Game = Random Acts of Cultural Conversion that breaks immersion for anyone whose historical or cultural knowledge extends past Disney movies?

To do that within the restrictions of graphic/game resources (no selling Cray supercomputers just to play a game with infinite Leader/Civ graphics and maps) I think we have to admit a few things from the start:

1. The animated Leader graphics and expensive voice acting are Here To Stay, at least for now, so multiple Leaders per Civ simply cannot be done across the board in any game playable on the 'average' computer and by any company that plans to release the game for less than several hundred dollars a pop.
2. No Civ/Faction will be historically handicapped to the extent real groups were - it simply makes them unplayable. No one is going to play Aztecs that automatically lose 75% of more of their population whenever they meet someone from another continent. No one will play any central-south African or Native American Civ if they are doomed to never have access to Horses in every game. Some 'quirks' are acceptable: game losing attributes are not.
3. Complete violent change of Civ attributes by some kind of Foreign Conquest, although frequent in history, will need some considerable modification to be included in any way in a game. Losing everything, even if in fact your Culture and Population remain largely intact and you can 'bounce back' in the future, is still Losing, and very few gamers buy a game and play it to Lose. We save that for Real Life.
4. "Victory" will have to be defined in order to include many changes, some involuntarily (see above) in basic political entity and culture. That will probably have to include multiple ways to win, because even Humankind, that originally advertised a single Victory Condition - Fame, in fact was released with several: Science, Pollution (a "negative victory condition", in itself an intriguing concept) and Conquest as well as simply achieving more Fame.
 
In truth cultures are more or less associated with not only ethnicity but also their habitats as well. the 'Middle Easterners' (or Desert People to be generic) developed distinct flat roof clay housings and face covering headwears not only because of Islamic (or Jewish, which Arabians later adopted and adapted into Islam) teachings, but mainly because of their homelands. Peoples of Menam Basin (And maybe elsewhere in Asia and other continents) prefers building two storrey housings with its first floor unwalled and without rooms until about a century later because of frequent deluge, these houses also have a high prismatic roof for better vents, allowing cool comfortable climate inside, and they wore less cloths than Chinese because of strong, humid tropical heat.

This problem is exactly the same for the immutable and eternal civs on CIV. Civs could have terrain bias on game but you still would have a lot of random placing of civs on areas where their architectonic style and clothes make no sense. Anyway still are many obvious examples of newcomers building their unrelated styles all over different biomes of their conquered lands

Also what with any civs building very specific wonder and getting historical great people complety out of contex, like some maya just saying "you know lets build a greek style temple for a great god" out of no where.

If geography is history, CIV is as deficient as Humankind, CIV match are not (always) on real world map with real historical cultural distribution. On civ is OK to be100% historical France even after start on a steppe between the Japanese and the Ethiopians!!! But in Humankind is wrong to turn Mongols as Nubian despite you are next to some steppe with Huns??
 
How about linking population to military unit production a la humankind. That would certainly make it interesting if you still have somewhat slower population growth in civ. Could be a nice speed bump for early rush/snowball strategies...
 
...
No Civ/Faction will be historically handicapped to the extent real groups were - it simply makes them unplayable. No one is going to play Aztecs that automatically lose 75% of more of their population whenever they meet someone from another continent. No one will play any central-south African or Native American Civ if they are doomed to never have access to Horses in every game. Some 'quirks' are acceptable: game losing attributes are not.
...

With this. How hypothetic units that's not really existed with certain groups of peoples represented graphically?
1. Native American Chariots, Cataphracts, Horsemen, 'Courser/Lighthorse' (This one fits more with intensive Technical Promotions of Horsemen actually), Knights, and various Horse Archers
2. South American Chariots, Cataphracts, Horsemen, 'Courser/Lighthorse' (This one fits more with intensive Technical Promotions of Horsemen actually), Knights, and various Horse Archers
3. Japanese 'Crossbowman' (Actually Crossbows aren't Japanese favorites, I don't really like the term 'Crossbowmen' much. Instead I prefer 'Marksman' terms instead so this can represents Medieval Archers of other races as well.)
4. Japanese, East Asian, Southeast Asian Fusilier
 
It would also promote war in that making the units will be a bigger opportunity cost, so then you can't just have them sitting around, need to put them to use.

Been playing with Unit Ideas for a bit now, both with clues from Humankind and some historical reading.

I think the fundamental characteristics of unit need to move away from weaponry and towards their Competence. That is, all units should be divided into Amateurs, raised for the occasion of a war or defense, and Professionals, who are constantly under arms and ready to fight, but must be supported by someone else in order to have the time to practice and train.
In regard to Population = Units, that means you have the option of permanently removing population to form Professional Units, taking the population out of the economy, or raising militia, draftees, conscripts, levies, etc when a war starts (or when you are preparing to start a war) but at the end of the war returning all that population right back into your 'civilian' economy - your cities.

Professionals, of course, would have a general advantage in Combat Factors, and some weaponry would require Full Time Warriors to be effective: Swords, Heavy Cavalry with lances, horse archers, for instances. Professionals could also get Promotions, since they stick around to learn from their experiences, but Amateurs who go home after the fighting could not be promoted - you'd have to set up specialized Training Facilities (for the most part, Industrial Age and later) to get them new skills.

Especially early in the game, your Social System could give you "Professionals" in some cases: a Warrior Aristocracy that funds itself (but takes some out of your economy), or pastoral groups in which every adult grows up with 'military skills' like riding and archery, or even very specific requirements for forming some units, like getting Slingers as amateurs based on the number of pastures you have (peasant boys guarding flocks and herds used the sling almost exclusively as their cheap weapon, and got pretty good with them - instant recruits) or Medieval Guilds in cities also providing a City Militia of amateur infantry - armed with weapons like Pikes or Crossbows. Your society should be reflected in your army and troops.
This would give the gamer a Basic Decision to make, and keep remaking: have a Professional army that may bankrupt you with its continuous cost (one of Imperial Rome's problems: 500,000 professional soldiers was a huge financial burden on the Empire) or a bunch of amateurs that are cheap but may lose every battle and the war.

So far, just thoughts that haven't congealed into a complete system yet . . .
 
I don't think (or at least, don't hope) that Civ7 would inspire too much from Humankind. They are too different in population managing. My system would be a nice evolution for Civ, as it takes back the fundamentals of Civ series and rework them to reach a revolutionnary way of playing. Simply having population points working the tiles one by one, improved or not, is very civilizationesque, while opening true and wide ways of playing that the comments in Civ6, and even the title of the expansions, sparkled. You could heard now as many rubbish talk as possible, you would take it very seriously from now on.

As to the warfare system, one could imagine each population point to have its own specializations : aside of hunter-gatherers that everyone would have at start (but not necessarily on later eras), that would give your PP (population points) a knowledge of the environment, and thought able to work every tile with minimum efficiency, along to be able to fight other humans with a small advantage (+5 strenght), you could have a specialization in human warfare, making an early unit a monster against other tribes (+15 strenght vs. humans), but as a downside would not be able to work game or plants tiles more efficiently, nor being super-farmers or super-miners. Plus, one of the downside to choose a specialization would be that with 2 of them, your hunter-gatherers "specialization" would vanish, meaning that if your civ falls, you would be less efficient in returning to a savage way of life. To balance this even further, you could make Science progress dependant of PP upgrades : instead of choosing a specialization, you choose a tech, not a boost, but an actual tech. And upgrades or specializations choices would occur regularly on the basis of time passed, not turns. I mean, obviously your first PP would have its upgrade always the same number of turns away from the start, but the following ones would just have theirs based rather on number of years passed than number of turns.
Additionnally, every PP could have 3 charges, a la Civ6 builders. They could improve the land, build forteresses, roads (rather a portion of them than single tiled ones), and all the things builders and engineers and maybe even other specialized Civ6 units could even build/do. That part is optional, as it might overlap with tiles specializations.
 
2. No Civ/Faction will be historically handicapped to the extent real groups were - it simply makes them unplayable. No one is going to play Aztecs that automatically lose 75% of more of their population whenever they meet someone from another continent. No one will play any central-south African or Native American Civ if they are doomed to never have access to Horses in every game. Some 'quirks' are acceptable: game losing attributes are not.

Bottleneck techs, unlocked by some specific Wonder building (Language - Tower of Babylon ) could score a similar value as HK, and not being a game losing attribute to my POV.
But not everyone sees it like me. Especially when time could go beyond 10.000BC... so Every civ, would see the deluge, not a single one would be spared... All equals, etc etc...
Bottlenecks could be scrambled... access to horse depriving a tech, could not be an issue, if Tech trading is implemented wisely...

Culture is retained by SONGS memorization; Alphabetism, not buildings, but the people. So even hunter gatherers, could have quite punch ina Re-start scenario, if they got the right Songs...
INCAs might have super agriculture, that can support big population, and survive famines, and no pests, nor Black death. Aztecs, Romans, had NO medicine and Agriculture as other people, and got almost wiped out
by Viruses, mostly derived from Food drops, or deliberate Virus spreading... if a culture is Militaristic like the above mentioned Aztec and Roman, they probably will not care a lot about Food security...
So it's a trade off I would accept in partial terms, if these two would be deprived of greater strenght against natural disaster just to say. But all of these characteristics could be scrambled by the adoption of multiple Leaders for each civ, and not entirely new civs based on a new Leader... Rome with a Greek hero as a King... plausible... Aztec with a Indonesian Queen? Plausible... HK somehow has also this kind of strenght...
I can be someone else if I want to... Everyone can have the handicap of everyone else on this basis...
 
Last edited:
Top Bottom