Awhile back I posted what I thought was the best thing Civ never had -- Energy Barrels. Now here's my vote for the next great concept that should be fundamental to Civ 3 -- CIVilians.
Just as Energy Barrels will address a multitude of issues (from Infinite City Sleaze to all manner of commonly wished-for enhancements in trade, diplomacy and production) so too will CIVilians facilitate many ideas.
CIVilians replace what have always been called population units. For the sake of this brief discussion, think of them as icons in your population window, albeit much more descriptive icons.
And what does each CIVilian represent? Two things. First, a population number. Second, fundamental population needs, of which there are three:
Ahem...
The 3 Needs of Every CIVilian
1. Food
2. Happiness
3. Culture
Not exactly original, but let's just be clear. After poring over every wish list from here and SidGames, it really boils down to most fans believing that CIVilians require Food, Happiness and Culture, in that order. Exactly how each of these 3 needs are being met, and how effectively, is shown graphically in your population window.
Food is outside of this discussion. Happiness is a function of your global policies vs. each CIVilian's culture needs. Here is where I will eat half my words about being anti-SE and say SE can be helpful in setting global policy -- obviously. But adding to that your CIVilians having their own cultural needs makes SE work for me.
The Religion Model (see the religion 3.0 thread) summarizes many Civ fans' ideas about individual population units having their own beliefs. That this idea truly makes it into the game is very important to those of us who hope for a Civ 3 and not a Civ 2.5, and to that end I submit this proposal in the interest of simplicity and fun.
Anyway, back on point: all CIVilians need culture. For game purposes, religion is culture, and there can be several "brands" of religion and other beliefs to which CIVilians subscribe. I suggest the game offer many various brand of beliefs and lumping them all under the one word, simply culture. And CIVilians in their natural state are forever trying to convert others to their own culture -- this happens in various ways; for an excellent discussion of how, see the religion thread. The thrust is, every CIVilian has one -- and only one -- cultural identity, but any number of variables can change that identity in the course of the game.
Your policies (i.e., SE choices) will either clash with or compliment your Civ's cultural makeup. If you tolerate diversity, a diverse population may get along, but become much less able to convert (each other as well as) CIVilians in foreign Civs to their way of thinking. That might make them happier at home, but if you are playing for a "cultural victory" whereby most of the world is converted to your way of thinking, you will need a change in policy. "Tolerance" necessarily decreases your CIVilians' ability to convert. Also, a cultural victory would first have to overcome the lack of any unifying belief amongst your own CIVilians.
Thus, you may choose to change your SE policy so that you are "intolerant" of all but one belief, and declare X your "State Religion." Those whose cultural identity is X (again, X is a specific brand belief, perhaps ancient Paganism or even modern Consumerism) will be happier AND emboldened in their abilities to convert others. Unfortunately, those whose culture is not X will be disappointed to say the least. If there are enough of them geographically grouped together, you may soon have a problem that requires a military solution.
To sum up -- CIVilians need Food and, more interestingly, Culture. How the player responds to the latter demand, using an updated SE model, will help to determine that other need, Happiness.
To paraphrase the religion model, culture is to population what trade is to resources. Both represent a quantifiable exchange while neither would dominate the game. I highly recommend the Religion 3.0 thread for how a belief system can be modeled very simply in the game, and the SE thread for various ways the player can effect those beliefs.
[This message has been edited by raingoon (edited February 09, 2000).]
Just as Energy Barrels will address a multitude of issues (from Infinite City Sleaze to all manner of commonly wished-for enhancements in trade, diplomacy and production) so too will CIVilians facilitate many ideas.
CIVilians replace what have always been called population units. For the sake of this brief discussion, think of them as icons in your population window, albeit much more descriptive icons.
And what does each CIVilian represent? Two things. First, a population number. Second, fundamental population needs, of which there are three:
Ahem...
The 3 Needs of Every CIVilian
1. Food
2. Happiness
3. Culture
Not exactly original, but let's just be clear. After poring over every wish list from here and SidGames, it really boils down to most fans believing that CIVilians require Food, Happiness and Culture, in that order. Exactly how each of these 3 needs are being met, and how effectively, is shown graphically in your population window.
Food is outside of this discussion. Happiness is a function of your global policies vs. each CIVilian's culture needs. Here is where I will eat half my words about being anti-SE and say SE can be helpful in setting global policy -- obviously. But adding to that your CIVilians having their own cultural needs makes SE work for me.
The Religion Model (see the religion 3.0 thread) summarizes many Civ fans' ideas about individual population units having their own beliefs. That this idea truly makes it into the game is very important to those of us who hope for a Civ 3 and not a Civ 2.5, and to that end I submit this proposal in the interest of simplicity and fun.
Anyway, back on point: all CIVilians need culture. For game purposes, religion is culture, and there can be several "brands" of religion and other beliefs to which CIVilians subscribe. I suggest the game offer many various brand of beliefs and lumping them all under the one word, simply culture. And CIVilians in their natural state are forever trying to convert others to their own culture -- this happens in various ways; for an excellent discussion of how, see the religion thread. The thrust is, every CIVilian has one -- and only one -- cultural identity, but any number of variables can change that identity in the course of the game.
Your policies (i.e., SE choices) will either clash with or compliment your Civ's cultural makeup. If you tolerate diversity, a diverse population may get along, but become much less able to convert (each other as well as) CIVilians in foreign Civs to their way of thinking. That might make them happier at home, but if you are playing for a "cultural victory" whereby most of the world is converted to your way of thinking, you will need a change in policy. "Tolerance" necessarily decreases your CIVilians' ability to convert. Also, a cultural victory would first have to overcome the lack of any unifying belief amongst your own CIVilians.
Thus, you may choose to change your SE policy so that you are "intolerant" of all but one belief, and declare X your "State Religion." Those whose cultural identity is X (again, X is a specific brand belief, perhaps ancient Paganism or even modern Consumerism) will be happier AND emboldened in their abilities to convert others. Unfortunately, those whose culture is not X will be disappointed to say the least. If there are enough of them geographically grouped together, you may soon have a problem that requires a military solution.
To sum up -- CIVilians need Food and, more interestingly, Culture. How the player responds to the latter demand, using an updated SE model, will help to determine that other need, Happiness.
To paraphrase the religion model, culture is to population what trade is to resources. Both represent a quantifiable exchange while neither would dominate the game. I highly recommend the Religion 3.0 thread for how a belief system can be modeled very simply in the game, and the SE thread for various ways the player can effect those beliefs.
[This message has been edited by raingoon (edited February 09, 2000).]
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