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  • Narrowminded civilizations

    Have you noticed that in Civ, the player and the AIs are always encouraged to acquire new knowledge?

    It's almost always positive to explore new frontiers, to discover new techs. As leaders, we are to lead mankind on its road to progress.

    Yet, in history, there have been many, many narrowminded rulers, and even narrowminded regimes. Sometimes, that was because these rulers were morons. Sometimes, that was because they just couldn't imagine there was something different than the already-known.

    But more often than not, it was for a very good reason: A deep societal change can seriously hurt the very fabric of society. The stability, which is indispensable for a leader to effectively rule, is threatened. Many people oppose the change per reaction. Many people oppose the change because they stand to to lose something from it.

    And more importantly, traditional societies generally rest on a "to each his role" mindset, which is stable because people are born and dead into it. When society changes, then change simply looks possible to the ones getting the short end of the system, and there can be revolt.

    Finally, any change is bound to divide society between those who stay true to tradition, and those who embrace change. In this regard, many rulers in history have preferred to be very cautious about supporting new ideas, as to not divide their subjects, and ultimately their kingdoms.


    Yet, this is barely represented in Civ. There is no rational reason not to embrace technology and new civics. Sure, there's the anarchy period, but unless you're in a war or in a close wonder/space race, that's a price you'll gladly pay (especially if you're spiritual).
    Sure, there's the obsolescence of wonders and luxuries, which can encourage you to delay a tech if you are over reliant on one in particular.

    But those are very small hindrances against the player being firmly on the path to progress. There is never a full stop on progress, that will last many turns.

    ----------

    In Civ, the typical choice is butter vs guns. It pervades the whole game. I like it, but I'd like there to be more choices as well. There was some of it in Civ2 and in SMAC with the Fundamentalism civics, which had dramatic effects on your happiness (positive) and science (negative).

    However, I found that approach to be heavy handed, and fundamentalism in Civ2 was broken anyway. IMO, civics isn't the way to go, because innovativeness vs narrowmindedness can apply to every regime:
    A democracy might be tempted to stagnate, if the society feels everything is like it should be. As well, a ruler might want to defend tradition to maintain stability, even if its not particularly for religious reasons (the Tokugawas).



    As such, instead of having "science vs stability" being only a matter of civics, I'd like a different model for it.

    An idea that pops up would be to give an unhappiness-malus when you discover specific techs, or when you change your civics (i.e, everything that constitutes a "radical change": the discovery of philosophy, of liberalism, well, make that any new religious/political doctrine, and quite a few economic doctrines).

    This unhappiness would disappear over time. However, for the time it lasts, it is cumulative. If you underwent no "radical change" in a long while, you could get happiness bonuses because of that.


    What do you think about it?
    Last edited by Spiffor; April 1, 2007, 09:25.
    "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
    "I never had the need to have a boner." -- Dissident
    "I have never cut off my penis when I was upset over a girl." -- Dis

  • #2
    I think the "conservative" civilizations would be run over by the "progressive" civilizations in no time, as tended to happen in real life as well (though more slowly).
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    • #3
      Let us say that in order to realistically depict the short term effects of affecting such drastic changes to ones' society you would have to 'freeze' development for several turns. Now, who wants to play a game where you just hit 'end turn' rapidly, in succession, during this period. It makes for a boring period of game play.

      I never like the 'Anarchy' period. I think the effects of such should be averaged out over serveral turns. The negatives/positives of govenmental/religious/evironmental/economical policies should make themselves be felt by a Civ over a period of time so that the player doesn't have to deal with a 'dead' period.

      I also feel that their should be benefits to keeping with a said philosophy for a longer period of time since the people would be used to that particular philosophy and would no doubt improve upon it over time.

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      • #4
        Originally posted by BigFree
        Let us say that in order to realistically depict the short term effects of affecting such drastic changes to ones' society you would have to 'freeze' development for several turns. Now, who wants to play a game where you just hit 'end turn' rapidly, in succession, during this period. It makes for a boring period of game play.
        Agreed. This is why, more than "anarchy", I'd rather have increased unhappiness. It could potentially weaken you, but won't prevent you from playing.

        Actually, this might come from my main gripe with Civ: Civ challenges you to build a civilization that withstands the test of time. However, it fully disregards the most important factor why civs fall: internal strife or crisis. In Civ, the only possible way to actually lose is in the hands of foreigners, and you aren't weakened from within (or only slightly so)

        IMO, the game would be much more interesting, if it made the maintenance of your empire a challenging task, instead of a given.
        "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
        "I never had the need to have a boner." -- Dissident
        "I have never cut off my penis when I was upset over a girl." -- Dis

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        • #5
          Originally posted by Colon™
          I think the "conservative" civilizations would be run over by the "progressive" civilizations in no time, as tended to happen in real life as well (though more slowly).
          yeah, another case of gameplay over realism

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          • #6
            Originally posted by Colon™
            I think the "conservative" civilizations would be run over by the "progressive" civilizations in no time, as tended to happen in real life as well (though more slowly).
            I'm not so sure. A progressive civ could be having so many internal problems that it couldn't solve them through technological advancement alone.

            Of course, a Civ that rejects all progress for too long in the game would be doomed. But a Civ that stalled its research for the past 20 turns for the sake of stability would probably be able to hold its own against a more advanced Civ that is internally weakened.
            Last edited by Spiffor; April 1, 2007, 15:04.
            "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
            "I never had the need to have a boner." -- Dissident
            "I have never cut off my penis when I was upset over a girl." -- Dis

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            • #7
              I guess you could emulate this "conservative" effect by lowering research funding and redirecting it towards Happiness funding.
              "Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." - Sun Tzu

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              • #8
                Re: Narrowminded civilizations

                Originally posted by Spiffor
                Have you noticed that in Civ, the player and the AIs are always encouraged to acquire new knowledge?

                It's almost always positive to explore new frontiers, to discover new techs. As leaders, we are to lead mankind on its road to progress.
                There's a major exception to this: the Scientific Method.

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                • #9
                  Re: Re: Narrowminded civilizations

                  Originally posted by Kuciwalker


                  There's a major exception to this: the Scientific Method.

                  There's also making the switch to emancipation. Eman gives a growth bonus on cottages, but I generally prefer whipping or worker speed up. But as soon as someone else switches to Eman you better do so too or the unhappiness is too much. I've played games where there were 3 or 4 civs left and everyone had Eman but no one was willing to switch to it. Eventually someone did and then everyone else had to follow.

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                  • #10
                    Originally posted by Spiffor

                    I'm not so sure. A progressive civ could be having so many internal problems that it couldn't solve them through technological advancement alone.

                    Of course, a Civ that rejects all progress for too long in the game would be doomed. But a Civ that stalled its research for the past 20 turns for the sake of stability would probably be able to hold its own against a more advanced Civ that is internally weakened.
                    There was a ton of bad ideas that Con. nations did not have to suffer though. But no one would pick one in a game. So Con's greatest strength goes out the window.
                    “...This means GCA won 7 battles against our units, had Horsemen retreat from 2 battles against NMs, and lost 0 battles.” --Jon Shafer 1st ISDG

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                    • #11
                      Yeah, the thread was badly titled.

                      It wasn't about giving some civs the "conservative" trait. But about giving the player and the AI a new game mechanics, ie very good reasons to delay research, lest it be overwhelmed by short term maluses.
                      "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                      "I never had the need to have a boner." -- Dissident
                      "I have never cut off my penis when I was upset over a girl." -- Dis

                      Comment


                      • #12
                        As others already hinted, this is not entirely the case. There are several mechanisms in game that means that being "progressive" is not always the best choice in a short term:
                        • changing civs causes anarchy
                        • the modern civics do not work too well for backward (undeveloped) empires (for example, Universal Suffrage can be a drain on your economy if you do not have many well developed cottages)
                        • you need to reduce your research to boost happiness through culture rating
                        • wonders (sometimes giving very good bonuses) become obsolete due to development of new technologies
                        • Scientific Method opens new possibilities, but also destroys a lot of your science power in a short term.


                        The fact is that, as in real life, in long term progress is always better.

                        Also, note that the game allows for at least 2 types of economy - one (more "progressive") is cottage/commerce based, and the other (more "conservative") is specialist/GP based. The second one certainly doesn't benefit from the most advanced civics - it works the best with Representation, Bureaucracy, Mercantilism and Caste System.
                        The problem with leadership is inevitably: Who will play God?
                        - Frank Herbert

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