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Cultural model/alternate design (long) - feedback desired

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  • #16
    Hi guys,

    I´m still struggling over the governmetnal thing, you where right, Mark,
    when I started to flesh it out it became much too complex, most factors had
    4-5 pre-requisites, some more; some made other factors
    obsolete/unavailable, and so on. I´m currently trying to make it a bit
    simpler, I still think the general idea is valid.

    >
    >I have a problem with agents based on classes only. It would be more
    difficult to
    >treat real cultural problems, such as religious or nationalist, cause this
    would mean
    >we would have to split the agents when such things occur. Moreover, I
    think managing
    >the different cultures only through ratios in a given class would mean
    loss of
    >suppleness and quite a sophisticated software mechanics to handle the
    ratios and
    >effects. In fact, I think the whole behviour of the people should be embedded
    >together, I mean not seperating the quite stricly political behaviour of a
    class
    >(revolting or not) from the social and cultural facts. Through this, we
    could simulate
    >revolts, strikes, religious/nationalist wars etc.. with some coherence -
    IMHO these
    >facts are rarely disjoint...
    >

    Well, I think this is just something we have to swallow, by reducing the
    number of agents the system becomes simpler, there is nothing we can do
    about that. Although I agree that making each class an agent makes it
    harder to implement cultural changes, IMHO I think it´s OK to make each
    class (agent) homogenous. Historically, many important cultural features
    Did align themselves according to the class structure and those of the same
    ethnic group/faith etc. Did group themselves together in one area. F.e. in
    the War of Religion in France most of the protestants where in the
    South-west region, in Poland the majority of town-dwellers where Jewish
    well into the 19th century, in Bohemia and parts of Austria in early 17th
    century the majority of the peasants/townsfolk where protestant, while the
    nobles where catholic. I know this isn´t Always the case, but for
    gameplays sake I think this would be OK and it wouldn´t be too far off the
    realistic mark. So, my opinion is that basing agents on classes could work.


    >About your ideas :
    >
    >I think you have a good idea with the one/many-rulers model with factors.
    I think u
    >have to precise some points :
    >- how far will the player have control on the government shape, on
    moreover on the
    >government changes : real government changes rarely occurded by the Will
    of the
    >ruler...

    I think I´m right in saying that players don´t actualy represent the ruler
    hi,self, they are some shadowy figure manipulating things behind the
    scenes. So players can, if they want, make all the changes to the
    government they like. All they must make sure of is that whoever is in the
    ruling seat at any given time has power to do things.


    >- how the control of the player will be implemented, I mean : will he
    namely choose
    >such factor in such gov form, or will his discrete actions in a given gov.
    form set,
    >unset or modify the attributes of the gov. (for exemple, in a Monarchy, he
    could
    >namely hire a governor for a province, choosing him between a Noble or one
    of its
    >administrators, such shaping wether a centralized or a feudal Monarchy type.)

    This would all depend on the amount of micro-management the player wants.
    Our goal is to allow players Both to set only the general course or to
    manage a lot himself (by choosing general course I mean f.e. choosing a)
    the preferred gov.form b) the preferred ruling class c) some short/long
    term goals to accomplish (more money, more stability, better/more recruits,
    etc. We haven´t done any of this yet.) The exact level of details are also
    undecided yet, but the general idea I have at the moment would f.e. include
    your example (although maybe in a little bit more simplified terms) on
    choosing a local lord or a government agent. I´ll let you know when I got
    more on this (i.e. when I´ve gotten it from my head and down on paper :-)).

    >- Back to the particular case of gov. change. First : will there be a
    "Revolution"
    >Button like in CivI/II or Ctp, or will the revolution be the result of the
    >inadequation between the gov form and the social mood/aspirations at a
    given point? In
    >this last case, will the ruler have direct choice for the succeding gov.
    form (this
    >should be, assuming that as soon as the revolution has occured - and
    succeeded, the
    >player takes the place of the winner and thus decides of the new gov.
    form). However,
    >will there other prerequisites than tech for a given gov. to be available
    after a
    >revolution, for exemple social prerequisites?
    >

    About the 'Revolution Button' the answer is yes and no. Players Will be
    able to change the government, whether this happens through a revolution or
    not depends on the situation (such as who is being usurped, who is the new
    ruler, etc.) If f.e. a King is usurped through a Coup d'Etat staged by some
    nobles the chance of a massive riot/revolt are rather slim, this would
    probalby be based on the power wielded by the new ruler(s). If, OTOH, this
    same King would be overthrown by dissatisfied peasants/citizens, the
    chances of a bloodshed are very much increased. Now, the chances of a
    Civil War occuring is very much based on the different cultures found
    within the state, we´ll talk about this later.
    Only bad players should be taken by surprise by a revolt. Even those
    who have little interest in the government aspects of the game should get
    ample warnings before a revolt/rebellion breaks out, and preferably some
    options in how to handle this (this is of course our, the designers, job :-)).
    As I said above, the player isn´t actually the ruler himself, so yes,
    players start puppet-mastering the new ruler(s) as soon as the gov.change
    is through. As gov.changes most often are made by player´s initiative they
    should generally control what type of new government evolves, I haven´t
    thought much about this, but now that you mention it we could include a
    (small) chance that the new government isn´t the one they wanted. This
    would then be based on the distribution of power in society. F.e. a
    democracy is besieged by troubles and the player decides to risk going to
    Communism, however, the Military Class has the same pol.power as the Labor
    Class (which the Comm.gov. would be based on) and while the state is in a
    turmoil the Military takes control and sets up a military Junta. Is this
    what you mean?
    I´m sorry, but I don´t understand your last question, could you please
    rephrase it?

    >- Concerning the Class support point, if we finally turn out to use
    agents, all this
    >should be embedded in the agents. This way we could mix
    social/political/cultural
    >behaviours. Maybe we could use a separate slider for the political
    involvment case - a
    >good idea IMO - or just compute the stuff through other sliders. This way,
    fe, the
    >involvment of the religious class would be linked to the state/Church
    relationship,
    >not only on quite-random factors.
    >

    Yes, I agree. I had already envisioned using the pro/anti schematic for as
    many things as possible (unrest created, administration, etc), so I think
    it fits well into the agents model. As you´re more knowledgable about the
    MAS, maybe it´s better you try to model it in, OK?


    >PS : one historical point : if we only consider the "citizens", the
    Ancient Greece was
    >a Democracy, not a Republic. Moreover, with a very rigorous definition,
    this is the
    >only ever democracy. All contemporary gov forms we use to call democracys
    are not
    >democracies, only different forms of representative governments.
    >
    >

    Maybe in the very beginning a true Democracy was found in the Greece
    City-states. I think that soon party politics and, especially, money began
    to rule who was chosen as leader. I agree with you that modern society is
    not a true democracy. Most people can only at most only affect their local
    government. But lets not forget that democracy is not just a question on
    how much power the people wield, but also how much restraints are on
    governmental behaviour. I´m sure we can argue endlessly on how much
    excactly this restraint is today, but I think we can all agree that with
    modern media and instant communications whereever and whenever governments
    are much more in the limelight today then ever before in history. Big
    Brother isn´t only watching us, we´re watching him too :-).
    Probably the only true democracy today exists somewhere in the Amazon,
    where a lost tribe of 25 souls experience the joys of joint rule :-).

    Keli.

    Comment


    • #17
      Just a few brief comments...

      Hrafnkell Oskarsson wrote:

      > At 23:26 16.5.1999 -0400, you wrote:
      > >Keli:
      > >
      > >I'm only stating my opinions.
      >
      > Oh, Now you tell me :-).

      LOL

      >
      > I´ve got couple of questions:
      >
      > 1) Could we skip using a MAS model for the computer controlled states and
      > use something simpler for it? If so this would require fewer agents in
      > total...

      Possibly, but then "docking" the two systems so that they work similarly will
      be difficult. But we might model non-player civs with a reduced number of
      agents, for instance.

      > 2) Is is neccesary to have equal number of population in each agent? As
      > Mark says above this would mean at least 85% of the agents would be
      > peasants/workers and less than 5% upper class. IMHO this could make
      > difficulties to represent the distribution of wealth and political power in
      > society.

      You're quite right, the number could fluctuate. This complicates Manu's idea
      of flexible classes though IMO. FE if the UC stays UC always then each one
      could remain 1/3 the size of a worker agent. but if they can switch, or drift
      into the religious camp eg it could cause problems. I am of a divided mind on
      the whole "flexible class" agents thing. It seems that the inflexible classes
      with a few rules could get us 90% of the way we want to go... I'm not sure the
      extra 10% is worth the extra effort...

      Mark

      Comment


      • #18
        Hi guys.

        Just a quick word on my motivations and on why and how I came up with such a model.

        IMO, the original Civ (and the sequels as they are only renewed versions of Civ) are essentially a board game that has been ported ti the computer. This that, for me, they are still board games, where the computer handles dice throwing and the following commputings. The only significative difference being that the computr "plays" for the other players (quite pitifully, I agree with u Mark). IMO a computer is capable of much more than that...

        My idea is actually to make something like a breakthrough in this field through providing the players a kinda "living" board : what I call a board is the whole set of elements that describe the playgroung.
        In a game like Civ the player plays on the board with tools he's given by the game designer. The board is not the gameplay, it's the world where the gameplay takes place.
        So, building a "living" board - provided it's feasible - will not give us a culture-oriented game (unless we provide optional tools and some player want so), it will give us a strategic/geo-politic game, where the elements of the world will be more alive than in any other game of this kind.
        I think this could add many fun things for the players, many players IMO :
        - more "personalized" civs : in one game, no civ will resemble another, and in the next game no civ will resemble this game's.
        - a deeper world in which the player will be much involved.
        - a richer strategic depth, with more options/axes.
        - a game a lot less streamlined than the other civs. I mean, in Civ when u have fe unhapiness u just count the bad guys and put the right number of entertainers or units. U know quite exactly what effect u will have when u do one thing.

        Of course, there is a balance between sophistication and performances.
        I think one of the advantages of the MAS is that they are very scalable. We could make simple for a first occurence, and then refine it as we find it's intersting and feasible.

        One quick way to simplfy things is to have a rigid class structure for each gvt. I guess we do have to have different set of classes for different forms of gvt.

        Mark, your idea to make the stuff at the civ level is of nature to accelerate things a lot. I think u got the point about big miss.
        I dont know how we could work this point out, although I think this could prove to be very efficient.
        One idea could be to a have kinda second MAS, where agents are the provinces. The role of these agents is to assess if the province has particular religious/cultural movements. This would be based on ratios concerning the cultures and religions (maybe a table with rates in each class. This way we could engineer a link between the MAS and the classes MAS, and have smthg more supple. Not sure of that...) Anyway, when a province enters in religious/cultural trouble times, the province agent would be replaced by an MAS based both on classes and cultures.
        The province class will receive the messages concerning religious/cultural facts and store the datas concerning the cultures in this province (I still think the religions should be kinda external agents, storing their own attributes). If a new MAS has to be created in a province, the agents would inherit their properties from the province agent. Then as the trouble disappears, the province agent would retake its role, getting the updated cultural/religious properties of the agents.
        OK, we still have little problems :
        - the behaviour of the province agent may be quite delicate to model. Not sure...
        - if at the beginning there are very few provinces, maybe even just one per civ, the MAS will lose its sense - and the model for the agent would have to be good. Unless we do as i suggested in my first post, changing the scale of the game, thus beginning at the square level. (I see many advantages in this, could discuss more if sounds interrsting to u).

        Hrafnkell, about the "social prerequisites" for the government, a few exemples : the french revolution was essentially a revolution motivated by a big delta between the rights and duties of the nobles and the others. Of course it was also a case of life level difference, but the main motivations were freedom, civil rights... Thus, among the leaders of the revolution, there were very rich parisian burgesses, probably richer than many provincial nobles. These people were the same who have written the french contitution, one of a burgess/capitalist republic.
        On the other, in the Russian Revolution, it's was more a case of economical problems, since the industrial Revolution had happened in Russia, and the poor were more poor, and the rich more rich. Thus the result of the revolution was a communist gov. In my mind, the people who make a revolution know what gov form they want.
        Another example, more radical : do u think France or any other occidental democracy could come back to Absolute Monarchy?

        OK guys, I wait for ur feedback.

        Comment

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