Yellowdaddy: I'm all for it when it comes to aesthetics and flavor. We can easily add races, FE, in order for the game to look different (different faces for characters, for instance), provided race isn't relevant for anything else. IOW, we can add races, but not racism if we don't want to go into more complexity.
If we want the aesthetics, then it's simple and cheap. If we want races/languages as a game factor, then it's more complexity to add.
Different arquitectures of cities was a nice addition to civ2. I liked it because it made a nice visual effect. But arquitecture was irrelevant in game terms. Would you accept that for languages or races?
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There is a problem with your reasoning about languages from a modeling point of view.
Let me be a little bit boring:
What we're doing here is trying to model differences among people. And we're doing that because evidence shows difference has an effect on historic evolution. (I know this sounds very basic, but please follow me). From a modeling view point, the simplest way to account for differences is to put just one variable, labeling each group with a unique identifier. Call it a name. Then you can have, FE, "persians" and "greeks". Voila, you have created difference.
By doing that you can solve some basic problems. The game can compare labels, discover they're different, and do something with it, like increasing unhappiness in persians when greeks invade them. All you need is the label. It's enough to represent in the game that basic evidence that says people is pissed when other people with other ethnicity comes in.
But please note we don't really care why unhappiness increased. It's important to see that it's perfectly possible that the increase of unhappiness is due to differences of language, of race, of clothing style, of religious customs, etc or a combination of all the above.
The sociological explanations for why people is pissed when others come in is totaly irrelevant when modeling. If it's because they talk different, dress different or simply because they call themselves with a different name, we don't care. We have the effect in the game and that's all we needed.
As a corollary, note the ethnic label, by being the only descriptive variable of people differences in our persians vs greeks example, is including every possible human difference. And since it's the only source of difference, it's used for any possible conflict that comes from social differences.
Next step:
A model that uses only one descriptive variable, as in our example above, can represent in the game some evidence we've seen in the world, like the greeks invading the persians, but fails in other cases. Another piece of our evidence shows that persinas who followed ideas of Zoroaster were discriminated when ruled by muslim persians. To represent this, we have two options. First, keep using the labels (stay with our "one-variable handles all differences" strategy): instead of having just "persians", we'll have "muslim persians" and "zoroastrian persians" as new labels. That way the game can compare labels, realize they're different and apply the discrimination. The other option is to add another variable: a second label, used for religions. So you'd have something like:
Ethnicity: persian
Religion: muslim
--and --
Ethnicty: persian
Religion: zoroastrian
Why this second option is better (and therefore used in the model)? Because persians are not the only muslims in the game. We have arab muslims, mongol muslims, etc. If an empire has all those peoples (and others non-muslims) under its control and discriminates all but muslims, then our labeling strategy fails in recognizing where are differences and where are things in common. The game wouldn't be able to effectively apply the discrimination to non-muslims. Therefore we need separeted variables. IOW, we need to model religion.
At this point, having two variables, it's important to note that the first descriptive variable (label) now includes "every possible human difference but religion". Language, race, etc, are there, while religion has its own descriptive variable and is used exclusively for that purpose.
In general, you're gonna have to keep including variables like religion as more evidence you want to incorporate in the game, but only as long as your first descriptive variable (the label), which includes everything that hasn't a specific descriptor, fails to be useful.
So let's see. You say:
Do we need a language-specific descriptive variable for this? No. Note that if japanese were having a hostile attitute towards korean for, let's say, they way they dressed, then the effect in game terms is pretty much the same: on screen you'd see complains by the koreans, protests maybe, reduced unhappiness, etc. Even more: if japanese were sucessful, then slowly we'd see koreans transforming an becoming japanese. And again, it didn't really matter if they were changing their language or their clothing.
For the model, it's more than enough to use the label to account for that. The mere fact that there're "koreans" and "japanese" is enough for the game-engine to realize there's a difference and then apply the desired discrimination.
As opposed to the persians example, when I said we needed an extra variable for religion because persians are not the only muslims, in the korean vs japanese case that doesn't happen. The only speakers of korean are koreans. Korean language is so intimately related to the korean people and culture as a whole, that for modeling purposes it makes no sense to add a new variable. The ethnic label by itself and by definition, includes every specific characteristic of koreans as a specific people. And so, we don't need to model language.
Let's see this other example: Chileans and peruvians both speak spanish. You have two different ethnicities but one language. Do we need to define a language-specific variable to account for this? No. Because there's nothing to model really. Who cares if they speak the same language? Since we stated before that we'd only add variables if known evidence is not correctly incorporated in the game, then What evidence are you trying to incorporate in this chileans vs. peruvians case? If you want to speculate that because of the same language they get along better, that's simply false (I'm chilean, BTW).
One last example: During the age when most of modern european nations were born, roughly the 19th century, different languages coexisting within the same "new nation" was an "issue". In order to build a nation, this heterogenity had to be eliminated. But the issue of language was really a simplification. People from different parts of what today is France, FE, not only had different languages, but also different customs. Furthermore, most of them didn't even call themselves "french". They weren't "the same people with different languages". They really were different ethinicities. In the north they had more nordic and english influences, while in the south were influenced by the spanish and "italians" (they didn't exist as "italians" yet, though). Sure they had similarities, but Weren't they equally similar also to spaniards, germans and other peoples near by?. They were different "tribes". Not only spoke different, called themselves different (typically with a local/provincial name). Language again, then, appears as one more difference of different ethnic entities. When it comes to modeling, again, I don't need to individualize language because it's enough to have them labeled as different ethnic groups. The base of France was a set of different ethnic groups, not a set of french peoples with different languages.
If you're still awake at this point, this is what I've been trying to tell you: if you say we need to incorporate language as a specific "thing" (variable), then you have to show me a few examples where the mere use of the ethnic name (label) fails to incorporate some relevant evidence seen in history.
I believe that's a hard task. The problem is, like in the korean vs japanese example, that every time language difference plays a role, different cultural profile in general is really playing a role. And as such, a broader descriptor, the label, is enough because includes language.
Cheers
Rodrigo
If we want the aesthetics, then it's simple and cheap. If we want races/languages as a game factor, then it's more complexity to add.
Different arquitectures of cities was a nice addition to civ2. I liked it because it made a nice visual effect. But arquitecture was irrelevant in game terms. Would you accept that for languages or races?
-------
There is a problem with your reasoning about languages from a modeling point of view.
Let me be a little bit boring:
What we're doing here is trying to model differences among people. And we're doing that because evidence shows difference has an effect on historic evolution. (I know this sounds very basic, but please follow me). From a modeling view point, the simplest way to account for differences is to put just one variable, labeling each group with a unique identifier. Call it a name. Then you can have, FE, "persians" and "greeks". Voila, you have created difference.
By doing that you can solve some basic problems. The game can compare labels, discover they're different, and do something with it, like increasing unhappiness in persians when greeks invade them. All you need is the label. It's enough to represent in the game that basic evidence that says people is pissed when other people with other ethnicity comes in.
But please note we don't really care why unhappiness increased. It's important to see that it's perfectly possible that the increase of unhappiness is due to differences of language, of race, of clothing style, of religious customs, etc or a combination of all the above.
The sociological explanations for why people is pissed when others come in is totaly irrelevant when modeling. If it's because they talk different, dress different or simply because they call themselves with a different name, we don't care. We have the effect in the game and that's all we needed.
As a corollary, note the ethnic label, by being the only descriptive variable of people differences in our persians vs greeks example, is including every possible human difference. And since it's the only source of difference, it's used for any possible conflict that comes from social differences.
Next step:
A model that uses only one descriptive variable, as in our example above, can represent in the game some evidence we've seen in the world, like the greeks invading the persians, but fails in other cases. Another piece of our evidence shows that persinas who followed ideas of Zoroaster were discriminated when ruled by muslim persians. To represent this, we have two options. First, keep using the labels (stay with our "one-variable handles all differences" strategy): instead of having just "persians", we'll have "muslim persians" and "zoroastrian persians" as new labels. That way the game can compare labels, realize they're different and apply the discrimination. The other option is to add another variable: a second label, used for religions. So you'd have something like:
Ethnicity: persian
Religion: muslim
--and --
Ethnicty: persian
Religion: zoroastrian
Why this second option is better (and therefore used in the model)? Because persians are not the only muslims in the game. We have arab muslims, mongol muslims, etc. If an empire has all those peoples (and others non-muslims) under its control and discriminates all but muslims, then our labeling strategy fails in recognizing where are differences and where are things in common. The game wouldn't be able to effectively apply the discrimination to non-muslims. Therefore we need separeted variables. IOW, we need to model religion.
At this point, having two variables, it's important to note that the first descriptive variable (label) now includes "every possible human difference but religion". Language, race, etc, are there, while religion has its own descriptive variable and is used exclusively for that purpose.
In general, you're gonna have to keep including variables like religion as more evidence you want to incorporate in the game, but only as long as your first descriptive variable (the label), which includes everything that hasn't a specific descriptor, fails to be useful.
So let's see. You say:
the Japanese during their pre-WW2 occupation of Korea actively tried to delete the Korean language from history, forcing Koreans to adopt Japanese names, and think of themselves as Japanese.
For the model, it's more than enough to use the label to account for that. The mere fact that there're "koreans" and "japanese" is enough for the game-engine to realize there's a difference and then apply the desired discrimination.
As opposed to the persians example, when I said we needed an extra variable for religion because persians are not the only muslims, in the korean vs japanese case that doesn't happen. The only speakers of korean are koreans. Korean language is so intimately related to the korean people and culture as a whole, that for modeling purposes it makes no sense to add a new variable. The ethnic label by itself and by definition, includes every specific characteristic of koreans as a specific people. And so, we don't need to model language.
Let's see this other example: Chileans and peruvians both speak spanish. You have two different ethnicities but one language. Do we need to define a language-specific variable to account for this? No. Because there's nothing to model really. Who cares if they speak the same language? Since we stated before that we'd only add variables if known evidence is not correctly incorporated in the game, then What evidence are you trying to incorporate in this chileans vs. peruvians case? If you want to speculate that because of the same language they get along better, that's simply false (I'm chilean, BTW).
One last example: During the age when most of modern european nations were born, roughly the 19th century, different languages coexisting within the same "new nation" was an "issue". In order to build a nation, this heterogenity had to be eliminated. But the issue of language was really a simplification. People from different parts of what today is France, FE, not only had different languages, but also different customs. Furthermore, most of them didn't even call themselves "french". They weren't "the same people with different languages". They really were different ethinicities. In the north they had more nordic and english influences, while in the south were influenced by the spanish and "italians" (they didn't exist as "italians" yet, though). Sure they had similarities, but Weren't they equally similar also to spaniards, germans and other peoples near by?. They were different "tribes". Not only spoke different, called themselves different (typically with a local/provincial name). Language again, then, appears as one more difference of different ethnic entities. When it comes to modeling, again, I don't need to individualize language because it's enough to have them labeled as different ethnic groups. The base of France was a set of different ethnic groups, not a set of french peoples with different languages.
If you're still awake at this point, this is what I've been trying to tell you: if you say we need to incorporate language as a specific "thing" (variable), then you have to show me a few examples where the mere use of the ethnic name (label) fails to incorporate some relevant evidence seen in history.
I believe that's a hard task. The problem is, like in the korean vs japanese example, that every time language difference plays a role, different cultural profile in general is really playing a role. And as such, a broader descriptor, the label, is enough because includes language.
Cheers
Rodrigo
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