Wow, the notion that a simulator should be absolutely faithful in every detail to some real thing seems to be growing rather than going away. Perhaps I should be using fewer words rather than more. A simulator is a simulator even if it is very simple. Heck, it is also a simulator even if it is low fidelity. I never contended that it was as complex as a real civilization. I also never contended that it was flawlessly faithful to actual history (never mind some random person's interpretation of history.)
Yet I do believe it is just plain wrong to suggest that it has nothing to do with history. Clearly the designers balanced playability with fidelity in order that the whole thing should make some sort of sense. Again we see a tendency to interpret symbols in gratuitously shallow ways. A worker doesn't represent a single crew of slaves or serfs or Department of Transportation employees -- it represents a society's efforts to develop infrastructure in the area where that worker is located. This is not only obvious to people who are not wrapped up in overly literal interpretations, but it is also easily inferred by the fact that workers need not be rebuilt as changes in civics and technologies produce changes in their capabilities. When some capacity to think abstractly is brought to bear on interpretation, it isn't so hard to see how the brutality of slavery is less efficient at working the land than the oppression of serfdom. My talk of treating everything like a fast food cash register may seem condescending, yet again and again responses are made down at that level.
Of course the system is not perfect. Of course it is not as complex as a real civilization. I never contended that it was either of those things. Pointing out again and again that it is not is a bizarre way to respond to that. Of course it becomes all the more bizarre when the mark is missed with distortions like the idea that designating a population point as an "artist" literally means you have one artist in your civilization. I would interpret the mechanics of the caste system as holding that in other societies there simply is no support (patronage, consumer purchasing power, et al.) for a large number of artists, while a caste system enables people to live with an impractically large segment of society devoted to such pursuits.
Again, I wonder where all this "it must be as big as a real economy/civilization" nonsense comes from. It seems to me disagreeing just to be disagreeable. Excellent simulators may be extremely simple relative to the subjects they involve. For ages wargames simulated military conflict in ways that neglect hundreds of factors and abstracted large complex armies into simple wooden blocks. Is it wrong to call those wargames strategic simulators because the ancient versions did not smell of blood and gore while the modern ones lacked the scent of gunpowder? By the same token, a macroeconomic simulator could be as simple as shuffling a few variables around with a couple of pages of BASIC code. Just as a map does not need to be actual size to be useful, an economic simulator does not need to meet some implausible standard of sophistication to be useful. What about that isn't getting through to the other side of this discussion?
Regards,
Adam Weishaupt
Yet I do believe it is just plain wrong to suggest that it has nothing to do with history. Clearly the designers balanced playability with fidelity in order that the whole thing should make some sort of sense. Again we see a tendency to interpret symbols in gratuitously shallow ways. A worker doesn't represent a single crew of slaves or serfs or Department of Transportation employees -- it represents a society's efforts to develop infrastructure in the area where that worker is located. This is not only obvious to people who are not wrapped up in overly literal interpretations, but it is also easily inferred by the fact that workers need not be rebuilt as changes in civics and technologies produce changes in their capabilities. When some capacity to think abstractly is brought to bear on interpretation, it isn't so hard to see how the brutality of slavery is less efficient at working the land than the oppression of serfdom. My talk of treating everything like a fast food cash register may seem condescending, yet again and again responses are made down at that level.
Of course the system is not perfect. Of course it is not as complex as a real civilization. I never contended that it was either of those things. Pointing out again and again that it is not is a bizarre way to respond to that. Of course it becomes all the more bizarre when the mark is missed with distortions like the idea that designating a population point as an "artist" literally means you have one artist in your civilization. I would interpret the mechanics of the caste system as holding that in other societies there simply is no support (patronage, consumer purchasing power, et al.) for a large number of artists, while a caste system enables people to live with an impractically large segment of society devoted to such pursuits.
Again, I wonder where all this "it must be as big as a real economy/civilization" nonsense comes from. It seems to me disagreeing just to be disagreeable. Excellent simulators may be extremely simple relative to the subjects they involve. For ages wargames simulated military conflict in ways that neglect hundreds of factors and abstracted large complex armies into simple wooden blocks. Is it wrong to call those wargames strategic simulators because the ancient versions did not smell of blood and gore while the modern ones lacked the scent of gunpowder? By the same token, a macroeconomic simulator could be as simple as shuffling a few variables around with a couple of pages of BASIC code. Just as a map does not need to be actual size to be useful, an economic simulator does not need to meet some implausible standard of sophistication to be useful. What about that isn't getting through to the other side of this discussion?
Regards,
Adam Weishaupt
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