lumpthing
generic lump
Civ is supposed to be about replaying history but, as much as I love the game, its economic model means that it is unable to simulate the way that control of trade is often more important than control of land.
In Civ there can never be a 16th Century Venice, a 17th Century Netherlands or a 20th Century Japan, Hong Kong or Singapore. In civ it all comes down to the land you control. Manufacturing power or control over trade routes or financial systems are all ultimately dependent on land-controlled in civ. The more land you have the more cities you can have and the more cities you have the more trade routes, factories and stock exchanges you can have. In history, there is no magic "three trade routes per city" rule. It just doesn't work like that.
In civ you can't even have cities which burgeon and thrive because they are the centre of trade networks. In civ, cities grow because they have a bunch of nice resources a stone's throw away. In history, cities grow because they are at the centre of networks – the resources come to them from far away.
It means a lot of historical scenarios just can't be simulated, because they ignore the crucial role of trade routes.
Sid Meier's Colonization does give trade and manufacturing it's central position, so I've alway been hankering after some kind of synthesis of Civilization and Colonization. I wonder if Civ5 makes this more possible. I know that the number of units you field which need a certain resource is now dependent on the number of resources of that type you control, so I'm wondering whether this system could be taken further, via modding, to better represent the power of trade in Civ.
This issue has long been my biggest gripe with civ; I wonder if anyone else feels the same.
In Civ there can never be a 16th Century Venice, a 17th Century Netherlands or a 20th Century Japan, Hong Kong or Singapore. In civ it all comes down to the land you control. Manufacturing power or control over trade routes or financial systems are all ultimately dependent on land-controlled in civ. The more land you have the more cities you can have and the more cities you have the more trade routes, factories and stock exchanges you can have. In history, there is no magic "three trade routes per city" rule. It just doesn't work like that.
In civ you can't even have cities which burgeon and thrive because they are the centre of trade networks. In civ, cities grow because they have a bunch of nice resources a stone's throw away. In history, cities grow because they are at the centre of networks – the resources come to them from far away.
It means a lot of historical scenarios just can't be simulated, because they ignore the crucial role of trade routes.
Sid Meier's Colonization does give trade and manufacturing it's central position, so I've alway been hankering after some kind of synthesis of Civilization and Colonization. I wonder if Civ5 makes this more possible. I know that the number of units you field which need a certain resource is now dependent on the number of resources of that type you control, so I'm wondering whether this system could be taken further, via modding, to better represent the power of trade in Civ.
This issue has long been my biggest gripe with civ; I wonder if anyone else feels the same.