One think i don't understand is why theses even try to be woke. It's a 4x game how the fuck do you make it woke? Add rainbow colors, niggers who were never world leaders?.
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You just described Civ VII.One think i don't understand is why theses even try to be woke. It's a 4x game how the fuck do you make it woke? Add rainbow colors, niggers who were never world leaders?.
Pretty much.One think i don't understand is why theses even try to be woke. It's a 4x game how the fuck do you make it woke? Add rainbow colors, niggers who were never world leaders?.
You're right. This is shit. It's especially necessary in a setting where things are so obscure (unless you're specifically a classicist).Its not petty at all civ 3 had a gigantic civclopedia that probably taught me a grade point average worth of history in University and that is to say nothing of the massive amount of lore in SMAC.
I'd say this is Soren reaching back into Civ 4 for inspiration, where religions are unlocked semi-linearly as a consequence of tech (e.g. being the first to research Monotheism founds Judaism, being the first to research Theology founds Christianity, Monotheism is a prerequisite for Theology).How do you get Christianity? Have major Jewish cities + Metaphysics. That's really cool! It portrays, in a simple way, the idea that Christianity is basically a product of Greek philosophy applied to Judaism's nasty desert religion.
Manichaeism was basically to Zoroastrianism what Islam was to Christianity, it was popular amongst some urban intellectuals in the Persian and Mediterranean world but failed to get any real state or popular support and wound up just being one of many vaguely-Gnostic sects.Finally, Manichaeism is like a Zoroastrian/Christian hybrid, I think, plus Monasticism. I barely remember it. I have to dust off a book on it. (I read In Search of Zarathustra many years ago in college, only text I ever read on the subject of that branch of ancient faith.)
I've been doing a CK2 playthrough the past month and I can say in full earnestness that Old World and its mechanics actually do a few things better than it; giving you a warning when your character is going to die, having more agency over the events/actions you undertake towards other characters, not just arbitrarily slapping you with stressed or removing one of your traits because Paradox simultaneously wanted you to have to roleplay a character while being incredibly generous with the ability to make yours completely elastic, etc. There's definitely a lot of refining it could do but I think it ironically wound up approaching the human aspect of characters a bit better than CK2.CK2 was very gracefully designed and the fact that it rolled by, automatically, day by day meant that it was easy to feel time passing with your characters, play around with looking at them as you wait for things to happen, explore around.
That is an interesting (as in useful) way of putting it. I see Buddhism as being to Hinduism what Christianity was to Judaism. I wonder what kinds of "techs" (existing in these games or hypothetical techs) would be tied to the others. I imagine:Manichaeism was basically to Zoroastrianism what Islam was to Christianity, it was popular amongst some urban intellectuals in the Persian and Mediterranean world but failed to get any real state or popular support and wound up just being one of many vaguely-Gnostic sects.
You might have to branch metaphysics into mutually exclusive paths in order to capture this properly- "linear time" vs. "cyclical time" would be one of the big early decision points, for example.I wonder what kinds of "techs" (existing in these games or hypothetical techs) would be tied to the others.
I think this does warrant examination into Civ 6 splitting tech between science and culture. I didn't like its execution but I do think it would be good in a game like this to have the tech tree branch or split somehow to be less linear or represent how there's a difference between theory and technique or how technology can diverge. Victoria II had inventions spawning from techs, Beyond Earth had a theoretically interesting tech web with sub-techs, Civ 6 obviously had its split tech trees, I'm honestly surprised there haven't been more attempts to make an interesting tech system that extends beyond basic sub-categories.You might have to branch metaphysics into mutually exclusive paths in order to capture this properly- "linear time" vs. "cyclical time" would be one of the big early decision points, for example.
I did like that Civ VI had culture be its own thing, like a second science.
I understand where this is coming from, but I disagree. Yes, there's a trend in games like Civ 7 and Humankind to say that you have to do this or that to be competitive, but that's more of a consequence of pursuing a playerbase that is concerned more with spreadsheeting than larping. History and a simulation of it, ironically, is backseat to gameplay considerations despite making such changes in the name of representing history, and the player is given even more tools to break the simulation than before - and in the process break their own suspension of disbelief. It's more of a sandbox than before because of that; there's very little you're actually prevented from having a hand in or that can arise organically, and it's harder to handwave away things as abstractions when it tries and fails to meaningfully simulate things on a smaller level (e.g. Governors in 6). The result is just a shift in the meta playstyle, not a shift away from the sandbox.That's been a recent issue where devs do want to develop systems at the expense of the player, rather than to try to empower him.
Robert Owen would be a better Industrial Revolution leader who was a heckin wholesome utopian socialist/coop starter.I want you to stare at this. Okay?