Who else miss the civics?

If everyone is choosing Social Policies (and they are), then other people have bonuses you don't have, and you have bonuses they don't have.

Relative to them, you have a drawback and a bonus. That's what is meant by opportunity cost. You COULD have had a stronger army, but instead you chose to focus on wealth. Etc.

And while choosing bad civics won't SINK you, you can become really ineffective if you ignore SPs and don't make use of them.

I suppose it's a personal preference, but I don't see inherent value in having actual drawbacks outlined as traits of the abilities. If it's well done, it's nice, but a LACK of notarized drawbacks isn't automatically a bad thing for me.
 
If everyone is choosing Social Policies (and they are), then other people have bonuses you don't have, and you have bonuses they don't have.

Relative to them, you have a drawback and a bonus. That's what is meant by opportunity cost. You COULD have had a stronger army, but instead you chose to focus on wealth. Etc.

And while choosing bad civics won't SINK you, you can become really ineffective if you ignore SPs and don't make use of them.

I suppose it's a personal preference, but I don't see inherent value in having actual drawbacks outlined as traits of the abilities. If it's well done, it's nice, but a LACK of notarized drawbacks isn't automatically a bad thing for me.

Sorry, i don't understand at all what are you saying... other people? who are those? A drawback is the point of view (??) of someone not well identified (the AI? a multiplayer opponent?)...:confused:

Opportunity cost, i could have the stronger army but i chose wealth... what does that mean? So if i choose a bonus is it a drawback because i can't have them all?? Are you really sure to give me that answer? (i think of the Millionaire...);)

Maybe you need to try some game really challanging, with true drawback in the decisional side...
 
I must admit i like social policies, and i dont really miss civics.
Social politics gives some uniqueness for sure, between the different games you play.
 
Sorry, i don't understand at all what are you saying... other people? who are those? A drawback is the point of view (??) of someone not well identified (the AI? a multiplayer opponent?)...:confused:

Opportunity cost, i could have the stronger army but i chose wealth... what does that mean? So if i choose a bonus is it a drawback because i can't have them all?? Are you really sure to give me that answer? (i think of the Millionaire...);)

Maybe you need to try some game really challanging, with true drawback in the decisional side...

English obviously isn't your first language, so I'm going to have to assume something I'm saying isn't being expressed clearly.

To the part of your post that I put in Bold above, yes. That's what the phrase 'opportunity cost' means. It means that if you have five dollars, your five dollars could be used to buy a sandwich or a pizza. If spend five dollars to buy a sandwich, you can't trade that sandwich for a pizza. You've lost that opportunity cost, and now you can't have pizza.

Little red numbers don't make a game challenging. I'm not sure what makes you think that I haven't played, or don't like, challenging games. But it's pretty condescending.
 
I'm not saying there shouldn't be civics, fine if there are, but the Social Policy system is pretty great, and if I had to choose between civics and SPs, I would prefer SPs hands down..

And what about a system where you have both SP and Governement Civics that interract with each other? As others have said, SP are not supposed to be civics, the governement type of a country is not tied to the culture it produce, social policies are. but each type of governement can enhance some social policies, while some social policies may cause a certain governement type to be more unstable/less productive or whatever... that way you will have the social policy representing what your peoples are/think, and governement civic which give a general direction where your leader want to go... both are not always compatible and this is where you have to weigth the pros & cons of the choices you make.

The realism and suspension of disbelief argument is often really silly, but using it in defense of civics is just hilarious. I'm not some uneducated idiot. I have a love of history, and politics, and sociology too. I do theater. I write for a large newspaper. So I sort of resent the insinuation that I'm too 'gamey' to really 'understand' civics.

We are not uneducated idiots either... I think everybody here will agree that no games is going to be 100% realistic, and certainely not a game like CIV, this is impossible... But when you can easely add something that will make it a bit more realistic and fun why not make it? Dont get me wrong, social policies are a nice addition to the civ series, but I dont get why they removed the civics, one is not exclusive of the other, as I said earlier, they should work together, while one is more or less static, the other need to be dynamic, and make them interract with each other.

I'm looking forward for any mods or official expansion that will add a similar system to what I've tried to describe..
 
I already mentioned in the thread that I really liked the idea of a system where civics/government interact with your social policies.

And I wasn't implying you're an uncultured idiot. That was more directed at Eskel, talking about his 'sociology hobby' making him 'biased towards good things,' etc. It came across as quite condescending, as though my not sharing his opinion was due to some lack of refinement or inferior palate.
 
Civilization has always been gamey. I'm not sure what magical version of Civilization you guys have been playing where you were immersed in richly detailed culture and realistic simulation of the progress of civilization. Civilization (the concept, not the game) is basically one of the most complex concepts in the entirety of the human race. The fact that Civilization (the game) is a game at all means it's almost entirely abstracted and 'gamey.' It isn't close to 'accurate' or 'realistic'. The entire thing is abstract and far removed from the reality. Every single aspect. All of it.

Of course it's abstracted. It's a game. But "abstracted" doesn't necessarily mean "inaccurate." Abstraction doesn't mean that I have to have feudalism, or oligarchy or a warrior class for the entirety of history. Explain how that makes sense by any stretch when you compare it to the history of the world. I guess the Japanese still have a samurai class by that logic...:confused:

Again. You're assuming that Social Policies are 'government.' And I've already explained, Social Policies aren't meant to be 'government.' Yes governments can change radically.

No, you are assuming that I equate the social policies system with government. I don't. Never said I did. Tsk Tsk, that's a misquote, Ms. Reporter lady.

I actually like the SPs. It's a really neat way to define the culture and society of your civilization. I think we agree on that point. I disagree with including things that are clearly systems of government like "monarchy" "communism" and "representation" in a system that seems designed for defining the social values that your people are supposed to believe in.

But almost never because the government just decides "we want to be different now." Government changes are largely the result of social upheaval or and unrest. If you want to talk about realism, maybe you should be forced into different civics if you've been in a war too long and have your units in the enemy territory for too many turns. Or if you've been running at low income for too long, maybe you should have a civic forced on you randomly. And you shouldn't be able to choose your civic.

I would argue that government does change because "we want to be different now." Maybe not huge changes, like switching from monarchy to democracy, but smaller changes happen all the time e.g, rationing during wartime, martial law, curfews etc...

You are right, larger government changes usually come with major social upheaval. But the craziness of Civ V is that there isn't even a mechanism to simulate radical social change, at all. Almost all of the SP's are locked forever. Under this system, there would be no way for the civil rights movement to happen in the US. There would be no way for Apartheid to end in South Africa. Historical Immersion indeed. I really don't understand where your appeal for strict inflexibility comes from in this regard...

I think that there should be a system that mixes civics and social policies. The SP's could be mostly permanent because they are the civilization's value system. This would be separated from the civics, which are your government and laws, which you could change for a penalty, preferably more severe than just a few anarchy turns. You would be free to build a civ that believes strongly in freedom in liberty but practices slavery...(Gotta love the ol' U S of A.)

I'm not saying there shouldn't be civics, fine if there are, but the Social Policy system is pretty great, and if I had to choose between civics and SPs, I would prefer SPs hands down.

The realism and suspension of disbelief argument is often really silly, but using it in defense of civics is just hilarious. I'm not some uneducated idiot. I have a love of history, and politics, and sociology too. I do theater. I write for a large newspaper. So I sort of resent the insinuation that I'm too 'gamey' to really 'understand' civics.

I hope I have demonstrated that the need for civics is neither silly nor hilarious. FWIW if I had to choose between SP's and civics, I would go for the Civics hands down.

I actually think that our opinions only differ at a few small points. It seems that we have some things in common. May I ask what paper you write for? I write for a neighborhood weekly...It's small but, meh, I'm just out of school and the biz is kinda on the rocks now:scared:
 
So it seem at least most people agree to some degree that a system that mix SP and civics together is the way to go! I hope modders or firaxis read this ;) I would buy a DLC that add this feature!
 
Since when opportunity cost or restriction of system to choose one specific trait is drawback?

Chosen social policies don't have drawbacks, they just have bonuses.

You cannot compare it to what other civilizations are picking and call it drawback if you have diffrent ones.
Otherwise in similar fashion civics in Civ IV could be considered to have extra drawbacks since different civilizations have different civics chosen. Which doesn't make sense.

Also if you consider them as REALLY reflecting what they represent they would have to have some kind of drawback in relation to other aspects of society within that civilization that chooses them.

I have hard time also seeing how exactly some community achievements bought with strange "points" and "leveling up" has anything to do with history.
 
Since when opportunity cost or restriction of system to choose one specific trait is drawback?

Chosen social policies don't have drawbacks, they just have bonuses.

You cannot compare it to what other civilizations are picking and call it drawback if you have diffrent ones.

I can't?

Otherwise in similar fashion civics in Civ IV could be considered to have extra drawbacks since different civilizations have different civics chosen. Which doesn't make sense.

Except that in Civ IV it was very easy to completely change civics totally on the fly. It's not much of an opportunity cost if you can easily change it.

Also if you consider them as REALLY reflecting what they represent they would have to have some kind of drawback in relation to other aspects of society within that civilization that chooses them.

I have hard time also seeing how exactly some community achievements bought with strange "points" and "leveling up" has anything to do with history.

I have a hard time seeing how gathering hammers that apparently are growing out of the ground, and piling them in your city can build an entire building.

I have a hard time seeing how that building can then somehow reliably and consistently produce technological breakthroughs by apparently manufacturing piles and piles of small blue beakers.

I mean, really, you expect me to believe that my people somehow know that they're ten years away from discovering electricity, and at least 25 years from refrigeration? How absurd!

That's like if you told me that I could completely change the system of governance on a whim, at the cost that everyone would be upset for about one year or so. After that, things would be back to normal, though.

Like I said, the realism argument is very silly. Typically, things people don't like seem unrealistic to them, and things they like, they are more willing to accept as 'realistic.'

* * * * *

@sketch:
You're right, 'abstracted' doesn't mean 'inaccurate' but again, Civilization is hardly 'accurate' in just about any regard. If you're having fun, your brain connects the dots and you're less likely to gripe or notice things that don't make sense. If you're not having fun with something, then all of a sudden the flaws are easy to spot.

When I was little, and playing Mario, my dad asked me why jumping on their head killed bad guys, and how come Mario didn't get hurt from jumping on them, only from bumping into them. A silly question, right? I mean, Mario jumps on their head. He stomps on turtles. It's what he does. But step back for a moment and pretend you have no concept of video games and recognize that "jumping on their heads" is kind of bizarre. Jumping on the heads of things has never been a way of defeating enemies. It's not a martial art or anything. It makes no sense except for the fact that we understand that's how the game is played and we never think about it.

If you want to complain about social policies being inaccurate, then you should really acknowledge the fact that the technology trees, and gold production, or luxuries are all ridiculous. Archers can fire farther than rifles? Rifles don't have any range? So on, so forth.

I don't have problems with these things, they don't bother me, because I understand they're part of the game like Mario jumping on a turtle's head, and I don't give them a second thought. It doesn't prevent me from creating an image in my head of my empire or becoming 'immersed.'

As for which newspaper, I'd really rather not say. Internet hygiene is very important.
 
I like the current Policy system but it would be really nice to have the Civic and policy system in place for CIV 5. Also I would like to see religion come back.
 
I do not miss civics because it was always the same path: switch to Monarchy as soon as you get it, switch to Communism as soon as you get it, ecc. There was no reward in trying different options, some civics were overpowered and some were useless.
 
I like the current Policy system but it would be really nice to have the Civic and policy system in place for CIV 5.
I agree. SP in civ V are the civ level counterpart of unit promos: you have a promo tree with diferent levels that you can unlock after acheiving a certain tech level for each one and where you can spend your experience points ... and after spent you can't ask a refund ;) I don't have anything against this system by it self, but the fact is that Social policies are not a good substitute for civics , even in gamewise terms ( to be honest i think that who suffers more with the change is the AI ... they knew minimally how to change civics in civ IV according with the situation, but I surely doubt that they have the foresight of planning SP grab :D ).
 
Exactly this, have the social policy affect how your governement civic is effective, some policy may go better with democracy while other works better with comunism or facism, this will add more deep and so the democracy civic wont always feel the same according to what social policy you have establish.



I like your idea that civic can become obsolute, and it make perfect sense too, this can go one step further, say you where running monarchy, then revolt to democratic, this should immediately make monarchy locked out since most likely the royal family must had get murdered or is hiding in another country to not be kill and the people wont welcome back another king to rule their country after a revolution that got the monarchy out.

I kind of understand your point, like I sais it's nice to have a social policy tree that is permanent, but I dont see why you cant have governement civics along with that, it will add more deep... I agree that the civics from civ 4 was not the best thing, but mixing flexible civics with permanent social policy, i think it's they way they should had gone, it would had fixed the problem we had in civ 4 with the civics..

Another problem in civ 4 reguarding the civics (and this apply to all previous versions too) is that there was not enough penality for making drastic change, at more you had what 5 turn of disorder....

Take Russia as an example, Imagine that they had social policy that were geared toward comunist, and a comunist governement, it was working well for them, then they switch to capitalism/democratic, and they are still today have a hard time with their economy, the switch is not easy for them and they still suffer from it, so gameplay speaking, we can say that it's because of their social policy that may conflict with their new governement civics... I think it would be nice if a mechanic similar to this would be in the game...

Someone mention that they need to release the source code so modder can make big mods that alter the gameplay, how long can it take before they release that source code? will they ever release it?


But Communisium backrupted them so it was not going so well for them. However the Chinese learned that they can combine Communisue with capitlism to have a thriving economy so at a point (about the time that Hong Kong went back to the Chinese) they keeped thier 'Civic' but changed thier 'policy' to avoid going down the same path that the Soviet Union did.

Damn we should have both it would make the game even more fun.
 
My issues with Social Policies are that there are no negatives to any of them. All of the choices are positive - even things like theocracy or communism. Civ 2/3 governments and Civ 4 civic choices all had clear trade-offs at choosing one over the other.

Some people have mentioned that they see similarities between Social Policies and the attribute trees you see in Diablo II or other games when you "level up". I didn't get Civ 5 to play an RPG!
 
Some people have mentioned that they see similarities between Social Policies and the attribute trees you see in Diablo II or other games when you "level up". I didn't get Civ 5 to play an RPG!


Some people have mentioned they see similarities between building settlers and consuming them to establish a new city and the wisp trees you see in Warcraft 3 or other games where you "build things". I didn't get Civ 5 to play an RTS!

:mischief:
 
Some people have mentioned they see similarities between building settlers and consuming them to establish a new city and the wisp trees you see in Warcraft 3 or other games where you "build things". I didn't get Civ 5 to play an RTS!

:mischief:

RTS = Real Time Strategy, but Civ has always been turn-based. Thus your analogy fails, and mine still holds true - you are in essence, "leveling up" your civilization in Civ 5 like you would level up a character in an RPG
 
When i read about the SP for the first time, i was excited. But as more and more information leaked i cwas getting more and more diappointed. I have no problem with the idea behind the SP - to be honest, i find it very solid - but the implementation is poor IMHO.

The first thing is that the SP as they are now are coping civic too much. What kind of social tradition is mercantilism or trade unions? What nations have a proud tradition of comusim or planned economy? How can monarchy have the same efect when he also have the SP of democracy. I was hoping for something more akin tu "national spirit". Insteated we gained a bunch of such characteristic mixed with former civic with arbitrary bonuses. )

The second thing is that the cost of social policies increase with the number of cities. This is a good on paper and is one of the few rubber band mechanics that punishes expanding in ciV, but the implmentation mean that during final part of game, great empire stagnates. Which is kinda not funny.

(And i think that "levelling up your nation" is a funny abstraction and good concpt, but poorly implemented. Put me in the "We wand civic AND SP in civ" crowd.)
 
RTS = Real Time Strategy, but Civ has always been turn-based. Thus your analogy fails, and mine still holds true - you are in essence, "leveling up" your civilization in Civ 5 like you would level up a character in an RPG

And this is bad why? Why nobody objects aganist "levelling up" your civilization through technology tree?
 
RTS = Real Time Strategy, but Civ has always been turn-based. Thus your analogy fails, and mine still holds true - you are in essence, "leveling up" your civilization in Civ 5 like you would level up a character in an RPG

Civilization is about as much of an RPG as it is an RTS. I think both our analogies were equally dumb. :)

I'm not sure why that bothers you and not stuff like tech trees. It seems pretty arbitrary to call out Social Policies on that, which was the point I was making.
 
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