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Maniac
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Gent, Belgium
Jul 1999 time: 06:28
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It’s my belief that the Civilization series has always been unable to represent the modern age in any way realistically. This is not meant as negative criticism on the creators of Civilization: it is simply impossible to represent all the different societies in the millennia of human history well.
Let’s have a look at some basic characteristics of the Civilization series:
- It’s a tile based game. Production is derived from the land (and seas).
- Population growth is related directly to food production.
- Raw materials are immediately converted into finished products, with no steps in between.
- The player is a god, omnipotent and omniscient about his civilization, and can guide his civilization independently from what’s happening in other civs.
This is a pretty decent system to represent pre-industrial societies, After all, roughly speaking those are agricultural and the size of the population is closely related to the food production in the area. The economic value added to raw materials to get to finished products is fairly limited, so abstracting that to shields + resources = finished good isn’t too far-fetched. On top of that, most production is for local use, and trade is mostly limited to luxury goods, as anything else is too hard and too expensive to transport over long distances. (Though it would be nice to have a trade route system to represent in-between traders such as Venice, the Dutch and Portugal, who didn’t always control the production – ie in civ terms, the tile the resource is on - but did control the trading of the good to their great advantage.)
This model can still function to some degree during the Industrial Revolution, as – at least in the colonial period – the focus of governments lay not in promoting free and international trade but in building up their own national and cohesive economy and obtaining effective control of the necessary raw resources. (Though of course here too the period is much better represented by games that focus specifically on this time period, eg Victoria with its factory system.)
However the system completely fails for the modern (post)industrial societies. To give a few examples:
- There’s overproduction of food, and population size or growth is no longer related to it, as the economic value of a child has declined, and there’s wide access to contraceptives.
- Most of the economic value is added in the production process. To say it simple, economic power lies where the factories, banks and research labs lie, not where the raw resources lie, as would be the case in Civ.
- There’s a very large mobility of capital, and the biggest corporations are multinationals unbound to any country, investing where it suits them best. So the idea of a player-god in control of the entire economy, without any money flows to foreign countries, doesn’t work anymore.
That’s why I say: Limit Civilization to what it can represent well: pre-modern societies, the age of states and kingdoms! Limit the technology tree to 1945, so that we can still play in the end with tanks, bombers and nukes, but no further. If there still needs to be a space race, make it the Apollo Program and the journey to the moon, instead of a journey to Alpha Centauri, which would require many more techs. Cutting off a piece at the end would allow the game to mold more around the earlier periods, and focus more features on the early areas. After all, that’s the part of the game we play most, as many rarely finish a game because by the end they’ve become so powerful there’s no decent competition left.
So while on most aspects of the game I’d disagree that “less is more”, here I think limiting Civilization’s timespan to pre-modern times would add to the game. 
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PrinceBimz
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quote: Originally posted by Maniac
It’s my belief that the Civilization series has always been unable to represent the modern age in any way realistically. This is not meant as negative criticism on the creators of Civilization: it is simply impossible to represent all the different societies in the millennia of human history well.
Let’s have a look at some basic characteristics of the Civilization series:
- It’s a tile based game. Production is derived from the land (and seas).
- Population growth is related directly to food production.
- Raw materials are immediately converted into finished products, with no steps in between.
- The player is a god, omnipotent and omniscient about his civilization, and can guide his civilization independently from what’s happening in other civs.
This is a pretty decent system to represent pre-industrial societies, After all, roughly speaking those are agricultural and the size of the population is closely related to the food production in the area. The economic value added to raw materials to get to finished products is fairly limited, so abstracting that to shields + resources = finished good isn’t too far-fetched. On top of that, most production is for local use, and trade is mostly limited to luxury goods, as anything else is too hard and too expensive to transport over long distances. (Though it would be nice to have a trade route system to represent in-between traders such as Venice, the Dutch and Portugal, who didn’t always control the production – ie in civ terms, the tile the resource is on - but did control the trading of the good to their great advantage.)
This model can still function to some degree during the Industrial Revolution, as – at least in the colonial period – the focus of governments lay not in promoting free and international trade but in building up their own national and cohesive economy and obtaining effective control of the necessary raw resources. (Though of course here too the period is much better represented by games that focus specifically on this time period, eg Victoria with its factory system.)
However the system completely fails for the modern (post)industrial societies. To give a few examples:
- There’s overproduction of food, and population size or growth is no longer related to it, as the economic value of a child has declined, and there’s wide access to contraceptives.
- Most of the economic value is added in the production process. To say it simple, economic power lies where the factories, banks and research labs lie, not where the raw resources lie, as would be the case in Civ.
- There’s a very large mobility of capital, and the biggest corporations are multinationals unbound to any country, investing where it suits them best. So the idea of a player-god in control of the entire economy, without any money flows to foreign countries, doesn’t work anymore.
That’s why I say: Limit Civilization to what it can represent well: pre-modern societies, the age of states and kingdoms! Limit the technology tree to 1945, so that we can still play in the end with tanks, bombers and nukes, but no further. If there still needs to be a space race, make it the Apollo Program and the journey to the moon, instead of a journey to Alpha Centauri, which would require many more techs. Cutting off a piece at the end would allow the game to mold more around the earlier periods, and focus more features on the early areas. After all, that’s the part of the game we play most, as many rarely finish a game because by the end they’ve become so powerful there’s no decent competition left.
So while on most aspects of the game I’d disagree that “less is more”, here I think limiting Civilization’s timespan to pre-modern times would add to the game. |
Your kidding right? This would be the biggest mistake ever to be made in the CIV series to leave out the modern age. Man, would that PO this community. Come on now, you can do better then this... give some good ideas here. 
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Max Sinister
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I don't want the Modern Age to be cut out entirely (though I'd prefer if they invented better mechanisms for the said problems), though I have to admit that I rarely play games that long...
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Maquiladora
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The modern age needs less micromanagement, that means scrapping workers and single unit combat.
As WesW said, the game should get harder as it goes on, not easier, that would also help to make the modern age more interesting, instead of the boring mop-up fest that it is now.
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petermarkab
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I for one wouldn't notice the removal of the modern age as I can't remember a time when I've played up to it. Maybe I've built one or two nuclear submarines in my entire Civ career!
Oh, and home $ less is definitely home $ more
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pg
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Modern age is pretty bad but really all the ages get worse as you advance. I have the most fun in the first age generally.
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Maniac
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Gent, Belgium
Jul 1999 time: 06:28
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Sorry for the absence of any replies from my part. It's just that I'm in the middle of my exams. 
Some quick comments:
quote: Originally posted by realpolitic
As for contraception, world population will increse for several decades more, and part of the stabilzation will come from overcowding, rather than family planning: |
The population growth today is mainly coming from third world countries. In civterms those aren't yet in the modern age. My post only applies to the (post)industrial countries, the great powers of today's world.
quote: Originally posted by PrinceBimz
Your kidding right? This would be the biggest mistake ever to be made in the CIV series to leave out the modern age. Man, would that PO this community. Come on now, you can do better then this... give some good ideas here. |
I'm sure we could come up with a decent way to represent the modern age. However that would require more than a few tweaks to the game. And we've heard enough Civ4 will be a conservative sequel, with slogans used such as "Simplify, simplify, simplify" and "less is more", which I quoted here. So you have to be realistic: Firaxis isn't gonna implement anything that would dramatically change the game. Therefore the best possible solution we can hope for seems to me to simply scrap the modern age.
Nevertheless, after my exams are done, I'll see if I find the time to write down some (IMHO not too radical) ideas to improve the modern age. Not that I expect them to be implemented of course. 
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Tocca42
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I agree 100% with Maniac!
The few times i get to the modern times in CIV3 i usually get tired of the game pretty quickly. It just feels tedious.
Slower techs, so you don't end up inventing things long before what was done in reality, and end at WW2. Sounds great!
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GePap
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of the Big Apple
Nov 2001 time: 23:28
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The population growth issue can be solved by changing how populations grow in Civ. The simplest and best way would be to have population grow regardless of food production-set up a population increase formula based on the basic real factors, mortality rates, fertility rates. This allows for populations to outgrow food production and possible starvations and internal problems (making the game more challagenging, since the issue is trying to make sure you grow enough food to handle the people). If you incvlude disease seriously, then this is what helps keep populations in control and relatively low until tech changes and modern imporvements in sanitation and medicine allow for there to be a population explosion, forcing the playet to deal with the opportunities and problems of this.
ON the issue of units, a public works system and combat by armies, not units, fixes that.
The economic criticism would in theory really apply to economics in the game in general- the fact is that governments today have even greater control of the economy, even in capitalist states, than they ever had before- heck, people could print their own legal tender until just a few centuries ago. The modern world has far more economic regulation and control than say in 1700, because while things grow more complex, the ability of the state to control the situation has grown even faster.
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Toby Rowe
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London, UK
Feb 2001 time: 05:28
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quote: Originally posted by pg
Modern age is pretty bad but really all the ages get worse as you advance. I have the most fun in the first age generally. |
I agree mate,
Much fun is had when exploring in the early days whilst trying to build a decent nation, I think most will agree on that point.
In all versions, conflict occurs in the industrial (Cavalry/Dragoon) age onwards as time flies by so quickly, and they appear on the tech tree just about when you have your nation in shape.[Cavalry that is!]
I'd vote for longer periods spent in the ancient/dark and middle ages, with a tech stop at WWII. pre-nuclear as the AI has no idea how to handle nuclear weapons especially. (it seems to use it as an offensive weapon before taking a city only, nothing more; which is disgraceful programming I feel.)
Maniac has a point.
Toby
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CarnalCanaan
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The Biggest Little City in the World
May 2004 time: 05:28
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Okay. Let's remember that what you play as in Civ3 (nor any other game of which I am aware) is not a "nation".
Even the game's own motto attest to this.
At best, what we are all playing is a collection of city-states. This, IMO, is where Civ falls short into the Late Industrial and Postindustrial periods.
As for the modern nation's control of its economics... um, regulation is not control. Keynes is spinning in his grave.
The trick is that money does not flow directly to the state treasury anymore. In fact, it rarely even gets that close. Pre-industrial economic theory was simple - he who has the most gold (money), wins. Adams proved, though, that the mercantilist system actually negated the value of the gold being sought (vertical demand curve, I think... I don't have my notes at hand).
(For what it's worth, this is also why neo-conservative power theory doesn't work. But that's a different forum.)
Now, of course, nations try to get the money to YOU so that every time you move it, they can skim off a little bit (transaction costs). This is the part of the model that Civ doesn't simulate well.
But, of course, since Nobel Prize winning economists have a hard time modeling the modern economic system, it's asking a bit much for video game designers to do so.
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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:28
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Yes, I identify with your comments regarding modern economies.
However, the "military-industrial complex" concept does work within this model. Whatever economic activity is generated (trade arrows, cash from other nations) is directed in proportion to your (the leader) objectives. Whether this is done with strict state-controlled economy a la Soviet style or free market democracy like the US, the bottom line is either government model is able to control how much military stuff is produced and the non-government economic activity, in the US model, is controlled by regulation, tax codes, policy, etc.
So yes, being an economics major, I also recognize the vast over-simplificiation of the approach, but I think it kinda works for the game.
I like your comment about Keynes spinning in his grave. I think Frederick Engels would be mightly disappointed with the economic model in Civ. 
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Toby Rowe
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London, UK
Feb 2001 time: 05:28
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Heh!
"Keynes spinninng in his grave" was a phrase I learn't studying Human Geography. It is almost impossible to study both Economics and Geography or History at 'A' level in state schools in the UK, which narrows university options to "Public" [read private] school pupils only pretty much, and does our nation a disservice in the global economy I feel.
I wanted to study Geography with History and Economics, no chance- and that was in 1979. All 3 subjects were taught at the same time in my school timetable. Very stupid.
The game:
My prefence for a longer period in the middle and dark ages is clear, but I agree, If nuclear weapon usage was correctly modelled, then the modern age is fine, It's not in Civ 3, but was in Civ and Civ 2, so in Civ 4?
The modern era isn't difficult- on the contrary, it's the easiest- get the (awful) Sherman tank, then modern Armour and you win- quickly, due to the fact that every nation is programmed to hate you from the industrial age onwards (bar 1 or 2), and one after another they will declare war, even if you have never declared war on anyone in 5,000 years, it sort of makes you prepared militarily.
I permanently have Prime Minister Chamberlain waving bits of White paper around but the gits still will attack you.
Toby
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Toby Rowe
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London, UK
Feb 2001 time: 05:28
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Hi mate,
I dunno, If the Yanks began with the Romans as they do, they are one of the most colonial nations from 1860-80. Afterwards they are just in a common "land-grab" that the main 3 nations in Europe did.
The US didn't like to abmit it's Imperial attititude until Monroe; "The Monroe doctrine" made US imperial policy exactly the same as us British and French- they (The Yanks) simply decided they wanted strategic islands off the US coast- for instance they bullied the Danish to sell the modern US Virgin Islands, still, they did pay for them.
Alaska was brought to trunkate "British North America" (Canada) in the hope Canada would join the Union as they were boxed in thereafter, thus creating a continental wide nation. (Look at West coast access in modern Canada to see what I mean, although the casting vote was a British judge who found favour with the US arguement- Wonder why?)
I think if Monroe had not existed, logic might have dictated that it would actually have occured (a Union)!- his bullying to the North and South of the US ensured the current nation (Canada) stayed as such- land grabbing in Mexico, Cuba and Haiti thereafter happened in the South.
Were it not for the Colonial attitude by the US in 1850-1913, I doubt the US would ever have joined what became WWI and WW2, I'm very glad they did, but I doubt history classes in the US teach the reality of how their governments behaved during this period.
Toby (My opinion of course)
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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:28
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This is a borderline off-topic conversation. However, Russia approaches the US to sell Alaska as they were short on cash and looking to scrape together whatever capital they could...hence the origins of the deal. I have never read anything about a "British judge" and "west coast" access having anything to do with the purchase. In fact, I don't even understand that part of your post.
Regarding imperalism, name me one country that had power, but did not pursue some form of "imperalism". If a country has power, it projects that power just about any way they can. It's a human characteristic (failing?), not a trait of any one individual country.
Monroe's Doctrine was partly in response to the imperalism of British, French, Spainish, etc. in the Western Hemisphere. So perhaps the doctrine is imperalistic in nature, but it wasn't the first link of the imperalistic chain - nor the last.
I think it was ultimately economics that drew the US into both WW1 and WW2. Specifically, it was our application of economic power (oil/steel embargo) over Japan that forced their hand and brought an attack upon us. WW1 is more nebulous to the reasons why the US got involved -- certainly losing lots of money due to German sub attacks didn't sit well with the leadership of the US.
With this discussion, it does show the "ever attacking AI" in Civ as a good model of humanity and excellent programming. So, NO! Do not scrap the modern age! 
i can't believe I got that all the way back on topic 
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Toby Rowe
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London, UK
Feb 2001 time: 05:28
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Shogun,
Yep, it is off topic- my appology.
I'm interested to see how US history is taught in the US, I like history - a lot, the UK when I was at school never allowed me to learn real history untill I got older, and left school. (Henry VIII never had VD for instance).
The Monroe doctrine put the US on a par with Germany and Japan in rushing for bits of the world nobody had yet "claimed", called the second colonial wave, where competition, not actual strategic value came into play.
The US took Hawaii as a coaling station for Warships, The UK had an entire string of Islands East of South Africa for that very purpose on the Indian/Australian route, but also to simply stop others (The French or Spanish) threatening trade.
You sounded "tired" within the reply, but the US was far more active and aggressive than the Germans ever were from 1860 onwards- As a Brit I don't have to support or agree with what my nation ever did- indeed as a working class person, we were used as much as any nation was by the Upper classes of Britain- we fought the wars they wanted especially.
The US, Canada, Australia etc remained a real escape from the UK society as it then was, and a ship left Liverpool every day to get away from it.
One thing I've noticed is people that aren't British view the history and then blame me for it- because I'm British. The common person in Britain has as much to do with Colonialism as .....the Monroe doctrine does with you, back then, and now.
I won't appologise for whatever an upper class elite did, to ask me to appologise for them is such an insult to me, as a working class person, but nationals from other nations treat you as if you owned 200 acres on a slave plantation or something whenever the word history is mentioned.
I hope that history will eventually be based upon the common persons' experiences, and I can stop saying sorry to something I had no part in etc. etc.....
(Climbing off my high horse)
Anyway, Monroe basically said anyone who meddled in South America was arguing not with Mexico etc, but the US- The UK had only 2 colonies in South America, both tiny and I have no idea why the British even had them to begin with.
An arguement with Venezuela over one of them led the US to automically intervene (Belize?)- The UK got told by Monroe in no uncertain terms that South America belonged to the US sphere of influence, the UK dropped the argument, whatever the arguement was over.
Still, Colonial attitude, and as a White British bloke, but working class, how do I fit in when people view the British Empire? We were the soldiers and sailors like many other families.
End of rant!! but for those that love history, but feel the books don't really bear much relationship to your history- hey!, neither does Civ 3 either.
Toby
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Toby Rowe
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London, UK
Feb 2001 time: 05:28
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Sorry mate,
I can ramble, but I do wish history to finally be claimed by the people, in the modern world.
All our history books are based upon govermental/national perspectives, which we learnt at school.
Since the cold war finished, we've had (and still do) a unique opportunity to present real history to our nippers, devoid of governmental influence.
If historians don't take this opportunity, then history will forever be associated with the nation you were born in, rather than history we might all agree about, what ever the epoch.
Toby
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