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Red Bones
Aug 9, 2012

"I think he's a bad enough person to stay ghost through his sheer love of child-killing."

I think the thing with Civ's view of history is that for a very long time, right up to the time the first civ game was made, that whole 'linear progression of history' narrative was widely accepted as a normal way to view history. It's only more recently that viewpoints challenging that narrative have become accepted and have replaced the linear progression narrative to a certain extent.

You can still see it in things like classifying countries into 'developed' and 'developing', as if all countries are on a linear path towards resembling Europe/North America.

TorakFade posted:

Or are there some games where playing tall is good and cool? Point me in that direction please

Tbh games with mechanics designed around having fun playing tall are mostly management sims and builder games. Anno, simcity, etc. CK2 is probably the paradox game with the best tall play just because there's a lot of internal politics to dick around with instead, and the generational aspect means new internal political challenges will emerge over time.

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Nicodemus Dumps
Jan 9, 2006

Just chillin' in the sink

NoNotTheMindProbe posted:

I'd like a civ game that uses a cyclical model of history where you have to deal with inevitable civilisational collapse and periods of mass migration and warlordism.

Not quite what you want, but Total War: Attila is the closest thing I can think of in terms of playing with those concepts.

ilitarist
Apr 26, 2016

illiterate and militarist

TorakFade posted:

Never thought of it that way, but this is 100% true and linked to my main criticism of 4X / grand strategy as a whole: no one has figured (afaik) a way to make playing tall viable and rewarding. It's either "you can do OK but you just have many, many hours of waiting for nothing to really happen" or "you'll just be crushed by people bigger than you", and never even comes close to "you can have advantages by not expanding like a madman"

I'd argue that it's impossible to make tall game good cause it's the antithesis to a strategy game. If it's not a zero-sum game then there isn't really competition. Usually, those games solve it by having additional "planes" of competition, like with religion you literally can switch to a map where enemy cities are actually of your religion, so you are "wide" in that sense. Or with space victory, you still sort of fight enemies by spy control. Strategic games resemble long-term geopolitical struggles or isolated 2-way wars so we concentrate on those settings. In real history, no one exists just in the context of a single war just like no one really cares about the long-term strategic interests of their countries. Gradual expansion through the centuries makes sense in Civilization but in reality, it requires a series of rulers bent on doing the same thing as well as economy and culture being the same. How many pre-modern rulers just wanted to be happy, or genuinely cared about well-being of their country, or wanted personal wealth and so on? Those are boring rulers having no place in strategic simulation.

As for tall play - honestly, I think if you want something like that you want city builders. Civilization increasingly resembles solitaire city-builder combined with a wargame anyway. Anno 1404 is an easy recommendation but later ones are just as good as far as I've heard. Or there's Six Ages: Ride Like The Wind which is all about managing your tribe with no real expansion. Or Thea, if you want something that looks like Civ. Of course, those games don't have any other type of gameplay so it's not really tall, it's about the only way to play.

Edgar Allen Ho
Apr 3, 2017

by sebmojo

Lotti Fuehrscheim posted:

Writing can be incredibly useful as an administration tool, and it seems to have been invented and developed in that capacity.

When illiterate people came in contact with a literate culture, they started using an alphabet for magical purposes, have artisans make inscriptions on objects, as blessing, but that is a completely different use of an alphabet. I am talking about the runes of Nordic people in the late Roman and Early Middle Ages. They didn't write letters to communicate, their society wasn't literate, yet they had their alphabet, in a kind of write-only mode. That is not a use of an alphabet that will help with science. It was used for magic, prestige and decoration.

There also powerful and advanced societies that had writing and never bothered with an alphabet. Like China up until circa 2019CE. The Maya never had alphabet. Egyptian only got an alphabet when Coptic came about long after their heyday.

Edgar Allen Ho fucked around with this message at 12:30 on Oct 25, 2019

ilitarist
Apr 26, 2016

illiterate and militarist

Red Bones posted:

I think the thing with Civ's view of history is that for a very long time, right up to the time the first civ game was made, that whole 'linear progression of history' narrative was widely accepted as a normal way to view history. It's only more recently that viewpoints challenging that narrative have become accepted and have replaced the linear progression narrative to a certain extent.

https://en.wikipedia.org/wiki/Whig_history was heavily debated already in the beginning of the 20th century by people like Spengler and before that by various philosophers. True, during Cold War there was a popular assumption that it will all only go better from there and finally turn into a flawless democracy/communist utopia unless the other side will nuke us. But even at that time, everyone realized that World Wars and totalitarian states build on reaction is a thing. Even before that popular culture started foreseeing future dystopias.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

NoNotTheMindProbe posted:

I'd like a civ game that uses a cyclical model of history where you have to deal with inevitable civilisational collapse and periods of mass migration and warlordism.
I've been wanting this in Stellaris but a lot of people view your empire collapsing as "losing".

If you're into board games check out smallworld.

Splicer fucked around with this message at 12:58 on Oct 25, 2019

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

NoNotTheMindProbe posted:

I'd like a civ game that uses a cyclical model of history where you have to deal with inevitable civilisational collapse and periods of mass migration and warlordism.

It’s been a long time but I think Great Invasions has a societal entropy sort of thing where societies get more complex and more brittle until they inevitably collapse, and all you can really do is slow down or accelerate the process. Game also had you playing “teams” of nations, so that when the WRE dissolved you switched to playing, I’m not sure who, the Saxons?

At the time I thought it was over-deterministic nonsense, and I kinda still do, but I’d be up for something in a similar vein if it wasn’t buried under seven layers of janky AGEODisms.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

ilitarist posted:

Usually, those games solve it by having additional "planes" of competition, like with religion you literally can switch to a map where enemy cities are actually of your religion, so you are "wide" in that sense.
That's a real insightful way of looking at it. This does actually describe how I usually want to play tall. Not owning or interacting much with the map in the war screen but having soft control and lots of non-laser based interactions on other screens. Which is the problem with playing tall in most 4x games, including Stellaris, in that the pew pew interactions have the most effort put into them. There's no spy map where you and another empire are flipping sector governors back and forth between each other battling over which federation offer has populist support. Or even just engaging internal politics.

Fister Roboto
Feb 21, 2008

ilitarist posted:

I repeat again and again: Civilization caused huge harm to people understanding of history and life and whatever. Almost every concept in it is an understandable simplification of reality and no one consciously thinks about it as a historical simulator, but interactive media are powerful that way. They make you feel for granted a lot of things like there's a line between a barbarian and civilization, there's a clear scientific progress measurement, bigger cities and empires are good as long as they can keep it up, everyone can look like modern America if they play their cards right and so on and so on.

Paradox is not perfect of course but it has more nuance and somewhat less glorifying. Not like it tells you "good job on colonizing this are and destroying whole cultures" but at least it doesn't pretend that history is a joyful march of liberty and progress.

:hmmyes:

It also gives people the idea that countries and cultures were discrete units that never intermixed or changed throughout all of history. Like Germans were always Germans, Zulu were always Zulu, etc. Coincidentally this false idea has a not of overlap with the white supremacist idea of ethnostates.

Dr Kool-AIDS
Mar 26, 2004

Like Red Bones said, those ideas were all the default assumptions for most people before Civ too, even if there were some historians arguing otherwise. Civ didn't create people's popular misconceptions about history, it reflected them.

Elias_Maluco
Aug 23, 2007
I need to sleep
At the same time, it can be argued that Paradox games, specially EU and CK, support the "great man" view of history

Beet Wagon
Oct 19, 2015





Hi everyone, sorry I'm late!

Average Bear, posting stupid "antiwoke" stuff to upset the applecart in this thread is dumb, unfunny, and disruptive. Stop doing it.

Everyone else, if you see Average Bear roll in here with some incredibly low effort "lmao I bet if I say toxic masculinity it'll make people mad" poo poo, just go ahead and report him/ignore him. Thanks!

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM

Elias_Maluco posted:

At the same time, it can be argued that Paradox games, specially EU and CK, support the "great man" view of history

This is why Victoria 2 is their best game. The progress of history is an inscrutable mess of undocumented variables and mechanics. Also, making enough paintings will magically grant you the ability of soft power.

Edgar Allen Ho
Apr 3, 2017

by sebmojo
Machine guns cure yellow fever in whities

Fister Roboto
Feb 21, 2008

Sinteres posted:

Like Red Bones said, those ideas were all the default assumptions for most people before Civ too, even if there were some historians arguing otherwise. Civ didn't create people's popular misconceptions about history, it reflected them.

True, but it also definitely reinforces those ideas to modern audiences.

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM

NoNotTheMindProbe posted:

I'd like a civ game that uses a cyclical model of history where you have to deal with inevitable civilisational collapse and periods of mass migration and warlordism.

The overhaul mod for Civ 4, Rhye's and Fall, does this somewhat.

Edgar Allen Ho posted:

Machine guns cure yellow fever in whities

And Capitalism will inevitably destroy itself out of its endless thirst for clipper factories.

Nosfereefer fucked around with this message at 20:11 on Oct 25, 2019

SlothfulCobra
Mar 27, 2011

NoNotTheMindProbe posted:

I'd like a civ game that uses a cyclical model of history where you have to deal with inevitable civilisational collapse and periods of mass migration and warlordism.

That was actually the focus of one of the most famous Civilization mods, Rhye's and Fall of Civilization. It was cool, but I never played it much. I never fully got a handle over Civ4 anyways.

I think one of the big limiters in making a game like that is the issue of who/what is the player. In Civilization or Europa Universalis, the player is some kind of immortal ephemeral spirit of the nation guiding its actions for all time, in CK2, you play as the dominant dynasty, and you're not allowed to hop to lesser branches or titles, in Alpha Centauri you play as one of the immortal ideological dictators. It's hard to imagine what the player would be if you remove them even further from the nation they command.

ThatBasqueGuy
Feb 14, 2013

someone introduce jojo to lazyb


Nosfereefer posted:

And Capitalism will inevitably destroy itself out of its endless thirst for clipper factories.

This one is actually true tho

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Machine guns making colonization easier makes perfect sense, they're for curing unruly natives not yellow fever

catlord
Mar 22, 2009

What's on your mind, Axa?

NoNotTheMindProbe posted:

I'd like a civ game that uses a cyclical model of history where you have to deal with inevitable civilisational collapse and periods of mass migration and warlordism.

It kinda sounds like that Civ-like by the Endless Space guys is going for something like that.

Edgar Allen Ho
Apr 3, 2017

by sebmojo

ThatBasqueGuy posted:

This one is actually true tho

https://en.m.wikipedia.org/wiki/Drownings_at_Nantes

We will hangdrown the capitalistscapiatlists with the ropesclippers they sell us

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

TorakFade posted:

Or are there some games where playing tall is good and cool? Point me in that direction please

In unmodded Civ5, stopping on 4-6 cities is generally the most efficient way to progress into the mid to late game. The sheer furore it caused has generally kept others from going in a similar direction of making Tall play 'better' than expansion.

Fister Roboto
Feb 21, 2008

Endless Legend has a faction that can only have one city, though they expand by brainwashing minor factions.

hobbesmaster
Jan 28, 2008

Cynic Jester posted:

In unmodded Civ5, stopping on 4-6 cities is generally the most efficient way to progress into the mid to late game. The sheer furore it caused has generally kept others from going in a similar direction of making Tall play 'better' than expansion.

i seem to recall in the original release of civ 5 it was near SMAC levels of ICS

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Splicer posted:

I've been wanting this in Stellaris but a lot of people view your empire collapsing as "losing".

If you're into board games check out smallworld.

Yeah I have Smallworld. I have a design knocking around my brain for a board game that expands on the idea but :effort:

Elias_Maluco
Aug 23, 2007
I need to sleep
In Civ 6 it is possible to go tall. You can have just 5 or so cities, and if you build them big enough and well enough, is not a handicap. I did that in many games

The difference is that you dont have to do that, like in Civ 5, where having more cities was a huge handicap. You can instead have 30 cities and that works too

Azathoth256
Mar 30, 2010
That's pretty much why I bounced off civ 5. Without any incentive to expand, there's almost no conflict.

Raskolnikov38
Mar 3, 2007

We were somewhere around Manila when the drugs began to take hold

ThatBasqueGuy posted:

This one is actually true tho

brb starting a tall ship company

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

NoNotTheMindProbe posted:

Yeah I have Smallworld. I have a design knocking around my brain for a board game that expands on the idea but :effort:
I'd love a game (board or computer) that fully embraces the Foundation series' empires fall ethos, where your goal is to maximise how much you can carry through the collapse into fractured states.

Or in a game like Stellaris I'd like for empires to frequently collapse into multiple sub-empires, and if you were controlling the original large empire you get to choose which of the new empires is the new "you". e: like the AI rebellion but more and better.

Splicer fucked around with this message at 22:22 on Oct 25, 2019

Baronjutter
Dec 31, 2007

"Tiny Trains"

I have two very thoughts on the "tall" question.

1. The very idea of making playing "Tall" competitive with "wide" is dumb as hell and ruins games. If not expanding and just turtleing is actually competitive and "balanced" with playing wide and conquering vast swaths of territory you're going to end up with a boring and lovely game with a broken risk/reward system.

2. I love to turtle and play tall and if I can't I have a hard time enjoying games.

These two points are not contradictory though because for me anyways the joy of going tall is knowing that it is not optimal and that I'm surviving despite it. Going "tall" should always be an option, but it should always be a much much worse ROI than going wide. Going tall should not be a distinct strategy but rather just the thing you do if you've been boxed in or run out of land or want to give your self a weird challenge.

hobbesmaster
Jan 28, 2008

Splicer posted:

I'd love a game (board or computer) that fully embraces the Foundation series' empires fall ethos, where your goal is to maximise how much you can carry through the collapse into fractured states.

Or in a game like Stellaris I'd like for empires to frequently collapse into multiple sub-empires, and if you were controlling the original large empire you get to choose which of the new empires is the new "you". e: like the AI rebellion but more and better.

Technically that is kinda in stellaris but is like a 0.1% chance of occurring in shroud events.

End of the cycle after action reports are usually entertaining though.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Baronjutter posted:

I have two very thoughts on the "tall" question.

1. The very idea of making playing "Tall" competitive with "wide" is dumb as hell and ruins games. If not expanding and just turtleing is actually competitive and "balanced" with playing wide and conquering vast swaths of territory you're going to end up with a boring and lovely game with a broken risk/reward system.

2. I love to turtle and play tall and if I can't I have a hard time enjoying games.

These two points are not contradictory though because for me anyways the joy of going tall is knowing that it is not optimal and that I'm surviving despite it. Going "tall" should always be an option, but it should always be a much much worse ROI than going wide. Going tall should not be a distinct strategy but rather just the thing you do if you've been boxed in or run out of land or want to give your self a weird challenge.

I think going tall ought to come with it's own set of positives and drawbacks, and I think CK2 does them quite well from a military perspective, while EU4 does it quite well from a civil perspective. Countries that are tall in CK2 can concentrate their levies faster. Countries that are tall in EU4 can adopt institutions quicker. Being quicker to take important land or having the ability to defeat enemy elements in detail is a great perk of being tall, while having technological dominance for colonisation, relying on a political safety net is the same.

Playing tall however, doesn't have to just be not expanding and turtling. Having a number of client states can help in that regard. The HRE are a large number of "tall" nations together, and they're pretty strong as a collective.

Paradox does wide/tall very well. Especially in big multiplayer games in groups of bastards.

Arrhythmia
Jul 22, 2011

SlothfulCobra posted:

In Civilization the player is some kind of immortal ephemeral spirit of the nation guiding its actions for all time

Actually, you are an immortal Montezuma, or an Abraham Lincoln in war paint, depending on which game you're playing.

ilitarist
Apr 26, 2016

illiterate and militarist

Sinteres posted:

Like Red Bones said, those ideas were all the default assumptions for most people before Civ too, even if there were some historians arguing otherwise. Civ didn't create people's popular misconceptions about history, it reflected them.

Of course, it's not like Civ has invented those ideas and most people get a worldview like that one way or another. But the point is you won't see it codified. If you don't read some pop-history like Guns, Germs and Steel chances are you will only get those ideas by cultural osmosis or from some anecdotes. You won't see a 20 hour movie or documentary about history.

And videogames are very immersive. It's not like I'm saying that shooters make you think that mass murder is fine, but they give you assumptions about how it all works. Like thanks to videogames, people think that shotguns aren't effective if shout not in point-blank range, or that assault rifles have terrible spread, things like that. Civilization doesn't focus your attention on the fact that every government is good for something so it reinforces the idea that brutal dictatorship is sometimes more effective than a more liberal society. Or the rock-paper-scissors nature of war. Or the eternal idea of money being some sort of resource you produce.

Edgar Allen Ho
Apr 3, 2017

by sebmojo
In a game ostensibly drawn from reality, like a paradox one vs something like civ, I think tall vs. wide is a bit of a false dichotomy. The "winning" strategy irl is to be rich enough to go both.

Like if you compare the dutch empire to the british or french in EUIV- the dutch start the richest and probably have the best quality of life in their core throughout, but Britain and France (or moving into Vicky, the US for a great example of an empire that operated in a similar style to the dutch) have the people and resources to poo poo out mercantile empires and conquer foreign lands while also intensely developing the homeland.

Mantis42
Jul 26, 2010

Playing tall is for conflict averse cowards.

Magissima
Apr 15, 2013

I'd like to introduce you to some of the most special of our rocks and minerals.
Soiled Meat
Did Paradox invent "tall" as a gameplay term? I don't remember hearing it before (I think) the introduction of development to EU4.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Magissima posted:

Did Paradox invent "tall" as a gameplay term? I don't remember hearing it before (I think) the introduction of development to EU4.

I think people started talking about tall vs wide during Civ 4

Dance Officer
May 4, 2017

It would be awesome if we could dance!

Baronjutter posted:

I have two very thoughts on the "tall" question.

1. The very idea of making playing "Tall" competitive with "wide" is dumb as hell and ruins games. If not expanding and just turtleing is actually competitive and "balanced" with playing wide and conquering vast swaths of territory you're going to end up with a boring and lovely game with a broken risk/reward system.

Some parts of the world can definitely tall it up in EU4 and be viable. Most of Europe can be very strong with minimal expansion and a lot of devving up, as was prominently shown in the last goon game. Other places that can be played tall are the Chinese coast, the rich parts of India, and the fertile crescent.

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Edgar Allen Ho
Apr 3, 2017

by sebmojo
Also just a pet peeve for future paradox games: I wish they wouldn't include numbers that derive directly from real world numbers unless they roughly match plausible real world numbers. Like I can buy ducats and bird points because those are abstract, but when the game is like "250k soldiers died in a war over one province in 1457" it just seems silly.

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