[HN Gopher] Sid Meier: More Than Just Civilization
       ___________________________________________________________________
        
       Sid Meier: More Than Just Civilization
        
       Author : ekianjo
       Score  : 108 points
       Date   : 2021-04-16 12:10 UTC (2 days ago)
        
 (HTM) web link (boilingsteam.com)
 (TXT) w3m dump (boilingsteam.com)
        
       | a_d wrote:
       | One of my favorite games of all time is Railroad Tycoon 2:
       | Platinum Edition. While Sid Meier didn't directly make it, but he
       | spawned the franchise with RRT-1. I found a pirated version
       | selling on the street-side in the capital city of India. (Later
       | on, when I had a job, I did buy a proper copy - which was much
       | harder to get than the pirated copy).
       | 
       | Many sid Meier games have a remarkable sense of "time and place"
       | - and Railroad Tycoon (imho) takes it to the next level. You
       | really feel you are in early 1818, on the east coast of USA,
       | getting your "little startup" off the ground. Even the blues and
       | bluegrass music is designed to transport you there. The game
       | captures a sense of adventure - that almost isn't supposed to be
       | the case in a rail road sim - but all the gameplay mechanics
       | aside, this game captures an amazing sense of adventure ... and
       | education. You learn a lot after exploring the continents,
       | tackling terrains of continents, learning about cities, gaining a
       | sense of scale and the thrill of making ideas come to life...
       | it's really cool how a game (a piece of software) can capture all
       | this!
       | 
       | Upon repeat playing, I have come to admire the graphic design,
       | sound design and interaction design ("the UI") so much more.
       | There are small but significant - even beautiful, decisions made
       | that make the game fun to play and good to look at eg Train cars
       | will change appearance through different eras..
       | 
       | A part of HN is entrepreneurship driven - I think those folks
       | will also get an immense kick out of beating JP Morgan and
       | Cornelius Vanderbilt.
       | 
       | The campaign is the thing to play -- travel the globe and connect
       | places! Make economy happen.
       | 
       | Game also allows simple surprises like being able to buy
       | businesses outright - that you have merely connected (and made to
       | prosper) - shows you clearly how far monopoly can go :). I guess
       | today it will be called a "full stack" railroad company.
       | 
       | I have dismissed my own love of the game to - "I am just
       | nostalgic" -- but I played it again recently, and I have happy to
       | report that it remains as engaging as ever!
       | 
       | It's available here: https://www.gog.com/game/railroad_tycoon_2
       | 
       | You can play on macOS using parallels.
       | 
       | A bunch of videos come up on Google and they can quickly give a
       | glimpse of the gameplay - although I will suggest diving it
       | without the trailer
       | (https://www.google.com/search?q=railroad+tycoon+2)
       | 
       | The game is classified as a business sim - its not. It's a
       | railroad sim - the amount of details (eg every engine has a real
       | world counter part) about railroads makes it a railroad game and
       | not a business game...
        
       | dave_sullivan wrote:
       | I've been playing with making an economy simulator. People in the
       | economy get jobs, rent apartments, have free time, can start
       | businesses, etc. Prices change based on supply and demand. Cool.
       | 
       | But it's not clear to me what the player should be doing because
       | buildings are placed by the NPCs and then they make their own
       | decisions according to self interest. What is the player doing
       | except watching? Setting laws maybe, but it doesn't feel very fun
       | to play yet.
        
         | jedberg wrote:
         | If you read the memoir, Sid points out that the fun of games
         | comes from making decisions. So you have to give the player
         | something that requires constant decision making.
         | 
         | Perhaps setting the tax rate and the money supply? Choosing
         | which businesses to nationalize, and which services the
         | government will provide from tax dollars?
        
         | IAmEveryone wrote:
         | If you manage to pull of the holy grail of fully simulating a
         | real town, I bet it could sell as sort-of a screensaver, with
         | very little or no playing mechanisms and just watching the
         | world.
         | 
         | Maybe allow players to build a scenario, then switch it on and
         | watch it run.
         | 
         | Traffic is one real-life operation done from a position of
         | somewhat centralized planning, so maybe allow players to build
         | bus routes or subways.
         | 
         | Or just sell it to city planners. They are used to joylessly
         | watching everything go awry.
        
         | yxhuvud wrote:
         | Build infrastructure? Make the player do well if people do
         | well.
        
         | Folcon wrote:
         | I've been working on something similar for the last couple of
         | years, mine's more focused on a fantasy style society =)...
         | 
         | I've built a couple of different models all of which have
         | failed to be quite fun =)...
         | 
         | I've talked about it before here[0], the newest one I'm working
         | on is much simpler, and focused around player interactivity and
         | giving them knobs to tweak at the outset.
         | 
         | Let me know if you'd like to do a call and chat about this, it
         | would be fun to see what kinds of things we've been attempting
         | =)...
         | 
         | - [0]: https://news.ycombinator.com/item?id=23186912
        
         | setr wrote:
         | My thinking is that games are inherently all simulations, to
         | varying depths of complexity, and the players goal in nearly
         | all games is really to learn and understand, optimize and
         | eventually break the simulation to achieve game-specified or
         | player driven goals.
         | 
         | Thus, the primary thing you need to introduce in a sufficiently
         | complex simulation is those points of interaction, to influence
         | the simulation. Essentially god games and dwarf fortress are
         | the points of inspiration -- and then you need a reason to
         | optimize the economy, which is either internal (need to
         | eventually produce some expensive thing to win, like factorio's
         | rocket) or external (e.g. need to continuously improve the
         | defensive infrastructure against ever-stronger foreign
         | attacks).
         | 
         | Another way of looking at it is on levels of operational
         | complexity -- whether the player is acting at the level of
         | tactics (a single fight; Starcraft), operation (a single
         | campaign/theater; total war), or strategy (resource control and
         | long-term politics; grand strategies).
         | 
         | From the sounds of it, if your AI manages the cities themselves
         | on their own, then they key interaction point is on the
         | resource dependencies - land acquisition, trade routes and
         | manipulation, etc. The player's goal is to learn to select
         | resources the AI can best make use of, and acquire them
         | efficiently, to ever-expand the city itself (or perhaps
         | multiple).
         | 
         | Also note there must always be some negative feedback loop,
         | e.g. pollution, to contend with.
         | 
         | Also note that IMO random events like Godzilla attacks and
         | disasters are a bit of a cop-out -- it's just shit that
         | happens, but you can't do anything about. It's more a nuisance
         | than anything else. Jurassic Park tycoon was slightly more
         | interesting -- dinos always had some chance of escaping,
         | becoming more common as you had a bigger park (negative
         | feedback), and disasters like typhoons just exploded that risk.
         | The typhoon damage wasn't of note -- it was the rampaging
         | t-rex's it unleashed because of your fragile placement of
         | barriers.
         | 
         | That last part is important, I think, because you can still
         | interact with the disasters such that they weren't plainly
         | random events. SimCity on the other hand is just a nuisance
         | trigger every now and then that you can't plan for, mitigate,
         | or really do anything about.
        
         | airstrike wrote:
         | You can make this into a somewhat nationalistic game and leave
         | the domestic and foreign spheres separate. In the domestic one,
         | the player is looking to regulate / optimize competition and
         | collaboration to maximize output, whereas in the international
         | one you're looking to beat other nations with favorable trade,
         | attracting talent, staying ahead in research, etc.
         | 
         | From that, there countless trade-off themes emerge -
         | industrialization vs. sustainability, regulation vs. laissez-
         | faire, bilateral negotiations vs. multinational institutions,
         | and so on and so forth
        
         | BiteCode_dev wrote:
         | Make it a game about being a guardian angel.
         | 
         | Set objectives for the people, a few non intrusive tools
         | (moving cats around, blowing wind, changing light traffic), and
         | as the angel, the player must influence the world so that
         | objectives are reached.
        
           | xkeysc0re wrote:
           | I think the game will age better if the objectives were
           | optional and it was more like an ant farm. If the OPs model
           | is really good, then emergent behavior will make things
           | interesting and create a self-sustaining gameplay loop as the
           | player explores the potential of the model.
        
           | chongli wrote:
           | Sounds like the game Actraiser for the SNES. A favourite from
           | my childhood. Excellent music and graphics that really
           | showcased the advantages of the SNES vs the NES.
        
             | xkeysc0re wrote:
             | Excellent game. It was kind of like a medieval Sim City x
             | Dark Cloud. Unfortunately the platforming portions were a
             | bit too "floaty" for me and the next game went hard in that
             | direction, although they did tighten up the controls.
        
           | skocznymroczny wrote:
           | Ghost Master is the game like you describe. Basically you
           | summon various types of ghost, wraiths and spectres and they
           | have special abilities like manipulating temperature, siren
           | song to lure humans in, shriek to scare them away and others
           | in order to manipulate the human NPCs to achieve your mission
           | objectives.
        
           | loloquwowndueo wrote:
           | It's called populous :)
        
             | BiteCode_dev wrote:
             | I don't know how other people played populous, but I was
             | more an asshole than an angel with my believers.
             | 
             | Not doing what I want ? Eat this volcano !
        
           | zabzonk wrote:
           | "It's A Wonderful Life"
        
         | Hiopl wrote:
         | Huh, I've been working on something similar. One of my
         | suggestions would be to play it as a God simulator. Let players
         | make changes to the simulation, play with the variables and see
         | how it affects things. Add goal states based on economic
         | metrics that provokes players to experiment. Sort of like a
         | puzzle-like experience.
        
         | msg wrote:
         | Good on you.
         | 
         | Certainly the player can just be one more player in the economy
         | against/among the AI. This is basically the premise of Rise of
         | Industry. And more actively, less realistically, Offworld
         | Trading Company.
         | 
         | Running one business is sort of the premise of the tycoon
         | genre.
         | 
         | Generally, trouble is fun (Losing is Fun), so you may want to
         | put pressure on the player to make the thing work. Maybe it
         | naturally runs to ruin or is fragile to balance properly. (In
         | Dwarf Fortress, danger follows growth and success.) There could
         | be adversaries. Or the world could be dangerous.
         | 
         | They could be in charge of the macro economy or a town or a
         | business. There could be pickles that the player has to work
         | their way out of. Recessions and Depressions. Think about how
         | towns collapse, businesses fail, people lose jobs. Businesses
         | also cheat, wreck the commons, avoid taxes, break the law,
         | exert monopoly power, form cartels, fight for dominance. There
         | is a lot of trouble here for the player to cause, or to
         | struggle against.
        
           | dave_sullivan wrote:
           | "Trouble is fun" is not something I'd heard before but makes
           | a lot of sense. Need to think about that, what sort of
           | trouble the economy can get into and how to alert the player
           | and let them fix it...
        
             | paulryanrogers wrote:
             | Good stories need drama or tension. Though I'd argue games
             | have grown to a broad spectrum, as have movies and books.
             | And one end of the spectrum has so little interactivity
             | it's just movement and observation, like a virtual fish
             | bowl or "walking sim". Elaborate screen savers served this
             | market long ago. Then games offered cheats as a form of
             | customization outside the usual difficulty knobs, even if
             | their original purpose was just to aid testing.
             | 
             | Sometimes I like to watch sim games run to see what will
             | happen 'naturally', or setup AI battles in strategy games.
             | The best toys allow players to enjoy them however they
             | want.
        
             | dqpb wrote:
             | Maybe the players job can be to disrupt the economy. A game
             | of sabotage.
        
         | Jarwain wrote:
         | My first thoughts are:
         | 
         | Add some sort of story or goals. Encourage business starting,
         | innovation trying to get more futuristic or get to space or
         | something? But to Achieve these goals, the player has to pass
         | the right laws, manage their economy, ensure sufficient funding
         | & taxes, etc. The core game loop being passing laws and seeing
         | how it impacts behavior, then repeat to achieve a goal
         | 
         | Could be an interesting colony sim or something
        
           | dave_sullivan wrote:
           | Thank you, perhaps setting laws or policies and then seeing
           | what happens isn't a bad game loop. Goals could work too. I
           | will hack on it a bit today and see what comes out :)
        
         | mysterydip wrote:
         | You might be able to do something akin to early simcity or
         | simtower where you decide on the zoning (what's allowed to be
         | built where) while your simulation decides if it's successful
         | or not. Your NPC's may want to start a new business but there's
         | no commercial spots available, or lease office space etc. They
         | move out if they close down or decide to move to a better
         | place. The player's job is to monitor citizen's happiness/goals
         | and plan the town accordingly.
        
         | Folcon wrote:
         | Have you looked at or heard of the Humans of simulated New York
         | project?
         | 
         | It reminds me of what you're looking at [0][1](github[2]).
         | 
         | The project broadly covers what you're doing with agents also
         | starting businesses and going out of business with simple
         | supply chains. There's even some stuff to do with health.
         | 
         | -[0]: https://www.trytobegood.com/projects/hosny
         | 
         | -[1]: https://rhizome.org/editorial/2018/apr/03/humans-of-
         | simulate...
         | 
         | -[2]: https://github.com/frnsys/hosny
        
         | roenxi wrote:
         | If you are trying to capture life as faithfully as possible,
         | maybe the player represents breakthroughs, inspiration and the
         | social networks outside the simulated community pushing in
         | ideas, fads, trends and technologies?
         | 
         | I can imagine it being a fun game for spreadsheet players to
         | try and tease apart how to recover a death-spiralling community
         | by applying new ideas in the right order at the right time to
         | the right people. Ideas can be unleashed into key parts of the
         | sim and only live for so long before they become 'proven
         | discredited' and ignored, or whatever.
         | 
         | Good luck! Simulations are fun.
        
         | xwdv wrote:
         | The player should be playing the role of the Fed.
        
         | voidfunc wrote:
         | Write a traffic sim and you have got the core of a SimCity
         | clone.
        
         | notahacker wrote:
         | About 60% of SimCity is watching the algorithm grow the city
         | (including placing buildings) according to rules you set. The
         | only bit you _must_ build is core infrastructure
        
         | swilliamsio wrote:
         | A game of study for comparison might be Victoria 2. It's a
         | grand strategy set in the Victorian period and has a decent
         | economic simulator that the player can influence in a fair few
         | different ways.
         | 
         | A few different ways a player can effect their nation's economy
         | include: unlocking technologies, conquering territory for
         | resources, expanding a nations sphere of influence for
         | resources and markets, electing parties with different economic
         | policies (planned economy vs laissez faire), playing with
         | taxes/tariffs, encouraging certain industries, etc. The
         | economic simulation isn't super deep, but it is deep enough to
         | be engaging and fulfilling to a player who likes these sorts of
         | spreadsheet simulator games.
        
           | the_only_law wrote:
           | I haven't played as much Victoria 2 as I have EU4, but I
           | recall some of the economics related screens being wildly
           | complex, so much that many of the Steam guides I read noted
           | that few players actually understand it and that it's best to
           | let the automation run.
        
           | dave_sullivan wrote:
           | Thank you, that sounds like a cool game and excellent
           | research opportunity, I will check it out.
        
         | greggman3 wrote:
         | Not an answer to your question but Sid Meier gave a talk at
         | like GDC 1995 (+/1 4 yrs) on "How I almost ruined
         | Civilization". One of his points was, "I almost ruined
         | Civilization by making the game fun for the AI but not fun for
         | the player" (or something like that). Basically, game devs,
         | particular programming ones, imagine the algorithms that are
         | running in their sim and they get enjoyment from seeing the
         | results (the NPCs doing things, the economy running, the
         | traffic flowing, etc...) but none of that is fun for the
         | player. You have to design the game around interesting things
         | for the player to do, not interesting things for the developers
         | to develope
        
           | dave_sullivan wrote:
           | Haha, I will google for that talk if it still exists, but I
           | take your point and agree (and suffer from this)
        
         | dataduck wrote:
         | Sounds like Capitalism Lab:
         | 
         | https://www.capitalismlab.com/
        
         | billfruit wrote:
         | A similar feeling I get from some of the Paradox games, they
         | claim to be complicated simulations etc, but eventually much of
         | gameplay boils down to waiting for progress bars to fill, which
         | is exactly what is the gameplay in idle-clicker phone games.
         | Thats what got me out of Paradox games.
         | 
         | Even Civilization games are essentially computerized board
         | games, there is nothing of fidelity in its historical topics or
         | in its simulation aspects.
        
         | wodenokoto wrote:
         | Looks like you are basing things on Austrian Economics.
         | 
         | A friend of mine who's a strong advocate of this philosophy
         | said that the reason why Keynes is so popular in the real world
         | (fiat currency, national banks, micro/macro economics) is that
         | it gives politicians something to do.
         | 
         | It's worth thinking about what economic philosophy your game is
         | following or is biased towards (I always felt that the older
         | civilization games were biased toward "research is good" and
         | against democracy as the senate made it too difficult to go to
         | war. Last one could be argued to pro democracy if you try to
         | bring the lesson out of the game and into the real world. )
         | 
         | But zoning, setting taxes, building infrastructure, police and
         | military are things that no one has really managed to leave to
         | the market forces.
         | 
         | I believe sim city added disasters because they felt players
         | didn't really have anything to do...
        
           | dave_sullivan wrote:
           | Yes, good point. One of the key things I'm trying to explore
           | is the effect of automating jobs (through researched
           | technologies which business owners then apply) and how this
           | leads to income disparity. Basic income schemes will also
           | come into play. So automated socialism I guess, haha.
        
             | subw00f wrote:
             | Interest rates are also important, if your game has a
             | banking system with a central bank that makes monetary
             | policy. If agents can start businesses, or take mortgages
             | to buy a house or a car, that would be very cool to see the
             | impacts of that in the simulation. Also, heritage has a
             | very important role on wealth accumulation, if there's a
             | way to make wealth and return on capital part of the
             | system. This whole thing is too interesting.
        
             | shagie wrote:
             | Game bit... look at the game Democracy (in any of its
             | variations) by Positech Games.
             | 
             | You can dabble in what happens by enacting and funding laws
             | policies.
             | 
             | For an economics simulator, score the simulated economy on
             | say... a dozen things. Make that into a radar plot and the
             | overall score is the area of the plot.
             | 
             | Now the player can do things by enacting rules that cause
             | changes in how the AI plays the game in an attempt to
             | maximize their score.
        
           | dragonwriter wrote:
           | > A friend of mine who's a strong advocate of this philosophy
           | said that the reason why Keynes is so popular in the real
           | world (fiat currency, national banks, micro/macro economics)
           | is that it gives politicians something to do.
           | 
           | That's a projection of the Austrian school's overtly anti-
           | empirical approach onto Keynesianism.
        
         | e3bc54b2 wrote:
         | Perhaps dealing with ongoing event? Like a pandemic? Political
         | upheaval? Foreign incursion and so on.. Too many possibilities,
         | and as the law/policymaker, the player can make decisions in
         | the fly, changing parameters that force the NPCs to make hard
         | choices. Some profit, some lose and that can be seem with the
         | resources/buildings/neighbourhoods affecting in real-time or
         | semi-real time.
         | 
         | It will definitely make things more complicated, but a morale
         | mechanism will speed up visual feedback on other things.
         | 
         | I like your idea, and it is very enjoyable in games like
         | Crusader Kings/Europa Universal is where player can technically
         | put down buildings, but almost all interactions with the world
         | are via policy making and event based interactions, and most of
         | the actual world moves on via actions of NPCs.
        
           | dave_sullivan wrote:
           | Ah, that's a good idea. I'm tracking things like wages,
           | employment rate, GDP growth, hunger, happiness, education,
           | health/disease. Less concerned about product differentiation
           | (how many types of juice can I make?) and more concerned
           | about how the various sectors of our modern economy interact
           | and how AI/automation changes the equation. Based on yours
           | and other replies, sounds like setting various policies would
           | be a good way to go.
           | 
           | A couple prototype screenshots in case you are curious as to
           | what I'm talking about:
           | 
           | https://twitter.com/_DaveSullivan/status/1377196666663677957
           | 
           | https://twitter.com/_DaveSullivan/status/1375063612281217024
        
             | e3bc54b2 wrote:
             | Looks pretty nice, and I am very much looking forward to
             | someday playing through your make.
             | 
             | Now something that I must say, but know that it may not be
             | universally shared.
             | 
             | I see you are making a 3D game. But there is a very
             | particular reason why games like Crusader Kings/Europa
             | Universal is/Civilization/Rimworld/Prison Tycoon/Factorio
             | are 2D. They are inherently numbers games, and appeal to
             | specific crowds. These are ultimately tabletops or rather
             | very complex spreadsheets and ultimately as a player you re
             | being statistician. There many successful franchiseare s on
             | the contrary, like Tropico, StarCraft, SimCity but after
             | playing through all of them, I've realised that fancy 3D
             | worlds, while very pretty, take the toll on cognitive
             | processing. Dwarf Fortress, while 3D with multiple layers,
             | forces player to look at, deal with and think about only
             | one at a time, with very distinct..uh..visuals and they do
             | the job better than anything else.
             | 
             | Ultimately you want to convey the information to player as
             | fast as possible, make it as instantly identifiable, and
             | intractable as possible. Graphics, especially faux 3D like
             | Ck3 or Civ4/5/6 are pretty nice and help with that ultimate
             | goal, not hinder.
             | 
             | Just my 2c, and something to think about. Be assured that
             | I'll play your game regardless (I spent many an hours on
             | Tropico series, along with every other game listed above.
             | No regrets :))
        
       | roschdal wrote:
       | https://github.com/freeciv/freeciv-web
        
       | pvsukale3 wrote:
       | I really like Sid Meir's Railroad Tycoon. I have tons of memories
       | in summer fighting with my brother over computer time to play
       | this game. I used to play a pirated copy back in highschool (Did
       | not have money to buy the game, certainly didn't have a
       | credit/debit card to do online transaction, downloaded it in an
       | Internet cafe and brought it back on pendrive to play on home
       | PC).
       | 
       | Recently I remembered that I used to play this game a lot. Now
       | that I have a job and can pay for stuff online I bought a copy
       | for myself on steam.
        
         | iso1631 wrote:
         | I remember to play it on my Dad's laptop on the weekend I had
         | to type 5-1-2. Railroad tycoon supported CGA graphics and no
         | mouse was needed -- Civilisation had to wait until we had a
         | colour 286 at home.
         | 
         | In my mind, nothing really has come close to replacing the
         | original RT - not RT2 or later, not A-Train, not TTD
        
           | hasmanean wrote:
           | Yes, even though RT2 had better graphics, it didn't capture
           | the simplistic feel of the original.
        
       | blux wrote:
       | Sid Meier's Memoir! describes all of this and more, I can
       | recommend it if you liked this article.
       | 
       | https://www.goodreads.com/book/show/50489373-sid-meier-s-mem...
        
         | martey wrote:
         | _The article is a review of the memoir_ - not only is it linked
         | in the first paragraph, but the article even states near its
         | end that  "there's of course a lot more than the above
         | anecdotes in the book."
        
       | ricardo81 wrote:
       | Pirates! was superb. I've never visited the Caribbean yet, but
       | I'll be hearing the sound effects from this game when I do.
       | 
       | If only those war wounds didn't stop you playing... and the crew
       | wanting to mutiny or divide the plunder.
       | 
       | It truly was the golden era of games, for me, as a kid. Remember
       | thinking how the incremental improvements in hardware would make
       | games more life like, and when that day would come. Wonder if
       | kids now think the same?
        
         | frequent wrote:
         | Same here. My brothers and me could name all the Caribbean
         | islands, we tried to sail to Europe from Bermuda and I remember
         | my Dad sinking a half our galleons in the span of minutes we
         | let him play on our Commodore64.
         | 
         | Thanks for the memories :)
        
         | wodenokoto wrote:
         | I loved that game as a kid. Is there a spiritual sequel?
        
           | ekianjo wrote:
           | King of Seas is kind of like Pirates with some overarching
           | story on top of it.
        
           | ricardo81 wrote:
           | There's a Pirates! Gold version I bought a few years back.
           | Same game, graphics/sounds revamped
        
             | shmerl wrote:
             | There is also Sid Meier's Pirates! which is a newer
             | redesign from 2004.
             | 
             | https://www.gog.com/game/sid_meiers_pirates
        
       | steamboiler wrote:
       | Tangential, but here goes.
       | 
       | I enjoy miniature wargaming. Sid Meier's 'Gettysburg' is one of
       | my all-time favourite computer wargames. Thanks for creating it!
        
         | Marazan wrote:
         | Yes, truly one of the best computer wargame ever made.
         | 
         | So many very, very clever decisions went into its design.
        
       | waynesonfire wrote:
       | check out "war in the east 2" just came out, i've been having fun
       | learning the mechanics.
        
         | ojbyrne wrote:
         | I'm curious what this has to do with Sid Meier.
        
           | waynesonfire wrote:
           | you must be new here
        
       | op03 wrote:
       | > what happens next?
       | 
       | I want to see civ games where social media dynamics enter the
       | picture.
       | 
       | Echo chambers, polarisation, pandering, where different unit
       | types cops, military, city workers, journos, scientists etc start
       | chasing Likes and Followers causing all kinds of side effects.
       | And then the player is given various tools to keep things from
       | collapsing...
        
         | 29athrowaway wrote:
         | I guess he could make a dedicated game titled Internet Ad
         | Tycoon.
        
         | bob1029 wrote:
         | Perhaps we should stop adding new mechanics to civilization,
         | and go back to refine a few really good ones. Civ6 with all of
         | the DLC turned on is absolutely oppressive with the number of
         | choices you have to make beyond turn 100. It turns off all but
         | the most dedicated players.
         | 
         | Most of my friends went back to Civ5. If you really don't want
         | to be bothered with all the decision making, you can always
         | play Venice. Makes it easy to bring in more outsiders.
         | 
         | In my experience, the most fun I have ever had in civilization
         | is struggling with simple barbarian mechanics in early game
         | while all of my equally-casual friends encounter the same
         | difficulties. The player who got the island by themselves
         | usually wins the science victory, but I don't mind the win
         | conditions. It's more about the journey.
        
           | toast0 wrote:
           | I would love for a Civilization (or Beyond Earth) to get
           | simultaneous mode multiplayer that works better. It's too
           | easy to be fiddling around with something and accidentally
           | delay the turn, or somehow trigger a resync, and I lack the
           | patience to play sequential turns with humans.
        
         | mhh__ wrote:
         | That sounds like a Democracy game rather than Civ
        
           | yxhuvud wrote:
           | Yes, or kinda like VictoriaII.
        
         | Iv wrote:
         | The plan I have had in my drawers for about 3 years now is that
         | I want to make a civilization game but where the focus is on
         | keeping your own civ together.
         | 
         | Civilizations fell more often because of internal dissensions
         | than because of enemy attacks.
         | 
         | Tech and actions would all be about finding things that make
         | two cultures a bit closer, two groups work together.
        
           | e3bc54b2 wrote:
           | Civilizations that fell because of internal dissention were
           | big examples because they were so big that there was no
           | threat from outside. When there is not outside enemy, one is
           | created within to suit the needs. Not to mention internal
           | strife can invite and give another party an opening. See US
           | before/after WW2/Cold war, or Rome before/after Punic wars
        
           | elijaht wrote:
           | There are a couple great mods for older Civilization games
           | that capture this particular dynamic. Rhye's and Fall [1] has
           | a lot of this. In particular it follows the "real" history
           | and capturing a-historical areas or expanding too quickly
           | makes it brutally hard to keep your empire together
           | 
           | [1] https://en.wikipedia.org/wiki/Rhye%27s_and_Fall_of_Civili
           | zat...
        
           | op03 wrote:
           | Good idea really. Did you work out what type of actions?
           | 
           | Made me think of Gregory Batesons schismogenesis work.
           | According to his theory the divisions are sort of almost a
           | given within groups, but they don't lead to
           | schism/conflict/collapse when society produces Rituals. Would
           | be really cool to see games exploring or capable of producing
           | rituals as a route...no idea how that would work...
        
       | Waterluvian wrote:
       | This post says Sid Meier didn't take part in Magic: The Gathering
       | (1997) but Wikipedia lists him as the game designer.
       | 
       | Anyone know the answer?
       | 
       | Also that game was incredible and it's shocking they haven't made
       | anything like it since. Card game RPGs are very hot.
        
         | ValentineC wrote:
         | > _This post says Sid Meier didn 't take part in Magic: The
         | Gathering (1997) but Wikipedia lists him as the game designer._
         | 
         | That particular claim seems to require a citation:
         | https://en.wikipedia.org/wiki/Magic:_The_Gathering_(1997_vid...
         | 
         | Looks like this was the revision that added it:
         | https://en.wikipedia.org/w/index.php?title=Magic:_The_Gather...
        
         | ekianjo wrote:
         | According to the book, at the time he was in between Microprose
         | and the new company they were establishing and working like a
         | contractor to help the team at Microprose to finish Magic the
         | Gathering - so while he has had a role in directing the
         | project, he appeared to be not deeply interested in it because
         | it was a licensed game, and it seems he was mainly making sure
         | it ships in a reasonable state.
        
         | darrenoc wrote:
         | I'm not sure if he designed the game as such, but it's widely
         | reported that it was Sids last project before his departure
         | from Microprose.
         | 
         | It's still a cult classic among MTG fans for the novel RPG
         | aspects.
        
       | bernardand wrote:
       | Maybe the players job can be to disrupt the economy. A game of
       | sabotage.
        
       | IG_Semmelweiss wrote:
       | Sid Meier's Colonization , without knowing it, was in all
       | likelyhood the first iteration of a Factorio-like game
        
         | ekianjo wrote:
         | Despite the name, it was not created by Sid Meier, as pointed
         | out in the article.
        
       | optimalsolver wrote:
       | >More Than Just Civilization
       | 
       | Well yeah, there's Alpha Centauri, too.
        
         | sbacic wrote:
         | I'm surprised to see Alpha Centauri mentioned only once. It was
         | a real gem and truly ahead of its time with some of its
         | mechanics. The storytelling (something Civilization never
         | really bothered with) was also something special.
        
           | ValentineC wrote:
           | > _The storytelling (something Civilization never really
           | bothered with) was also something special._
           | 
           | The quotes in the SMAC tech tree were some marvellous pieces
           | of original work as well.
           | 
           | Civilization, keeping with its theme, had to use quotes from
           | history.
        
           | mercer wrote:
           | I played Civ 2 for many hours, but after Alpha Centauri I
           | could never get back to the Civ series. Been meaning to check
           | it out again, but my experience with Civ 3 and 4 just wasn't
           | as enjoyable after having played AC.
        
             | iso1631 wrote:
             | I remember playing the Americans in Civ 3, all was going
             | well, I was nice and peacful, but then got to the later
             | stage and oil appeared. I had a fairly large empire, but no
             | oil.
             | 
             | Without oil a lot of the later units aren't available, so
             | invasion it was. So realistic.
        
             | chongli wrote:
             | I agree. SMAC is the reason I'm doing a philosophy minor in
             | university. The game is so incredibly interesting and
             | varied. There's no other game that lets you experiment with
             | so many different utopian or dystopian philosophies and
             | witness your choices interacting with other ideological
             | societies.
        
           | Apocryphon wrote:
           | Brian Reynolds was behind that one, not sure how much Sid was
           | involved in it, if at all.
        
       | the_lonely_road wrote:
       | So many hours of my life gone trying to build the 50 city states
       | of the union before declaring independence in Colonization. Such
       | an amazingly fun game, though it encouraged slaughtering the
       | natives so not likely to get much good press in the modern era.
        
         | ekianjo wrote:
         | If you played as the French, you actually benefited from
         | working with the natives (additional bonuses) if I remember
         | correctly, which was to mimic the French approach in the New
         | World (also well depicted in the Last of the Mohicans).
        
           | the_lonely_road wrote:
           | I always played as the Spanish (who gain twice the gold from
           | slaughtering a native village) because in order to fit 50
           | colonies on the map of the US you had to take up all of the
           | land, and most of it was already occupied by native villages.
           | It was impossible to defend most of the inner villages so the
           | only available option was removal, hence picking the Spanish
           | to gain double gold since I was clearing the land anyway. I
           | never was able to get all 50 cities built in time and still
           | try from time to time.
        
           | skocznymroczny wrote:
           | French had a lower threat level generation amongst natives
           | (you can encroach into their territories more without
           | generating hostilities). But as far as I remember, when you
           | declared independence, the natives always ally themselves
           | with the royal forces, so it makes sense to get rid of them
           | before (especially if you've been supplying them with horses
           | and muskets).
        
             | ekianjo wrote:
             | > the natives always ally themselves with the royal forces
             | 
             | Did they? I don't remember that part in details anymore
             | (even though I played Colonization again just 4-5 years
             | ago).
        
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       (page generated 2021-04-18 23:03 UTC)