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Class society theory?

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5 years ago
Sep 23, 2019, 8:33:46 PM

Hi, people. Please, have a bit of patience and listen.


I am a guy, who was playing Civilization for almost 15 years now. Civ III was my first PC game ever. I witnessed design changes for all this time, from "more cities - better empire" to Ideology concepts of Civ V, which I personally find excellent. 


But, after encountering EL, I realised, that Civ lacked so many in terms of really interesting mechanics and brave choices, like moving cities, having districts; this weird, but not really bad combat system. 


So, I would really be so glad to see historical materialism in this game in form of class society. Imagine having kind of class struggle within your country, that may benefit or damage you, that will carry conflict through ages, changing society in a constant flow of time. I really dream of having country with feudal substates and half-independent landlords or an Empire, that falls into a Revolution (like French one). 


Wouldn't anyone else want to have kind of this too? How do you think, can it be implemented mechanically?

Updated 5 years ago.
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5 years ago
Sep 26, 2019, 5:17:42 AM

Well, there is a stability mechanic, perhaps that can be used to replicate some of the things you want? If it is low enough you can get revolutions?

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5 years ago
Sep 26, 2019, 3:48:11 PM

You are aware that the marxist understanding of history are kinda... outdated right now?

We can have revolts and revolutions without having to rely on a, let's say controversial, society model. Like Dinode said, there's a stability mechanic that could emulate that. I would add that different social conflicts have different causes and different manifestations that can also be done through events or simply certain features (like a governement system).

Obviously Humankind isn't a simulation, meaning that we can't have a "changing society in a constant flow of time". The game is divided into eras, meaning that a lot of changes will be abrupt.


I'm a big fan of the "rises and falls" feeling in strategy games, with countries evolving through all kinds of events, but I don't really see a lot of potential for that in a game where you pick different  "cultures" at different eras. We will have some choices with consequences that deal with social conflicts (like you could get an event to become a democracy), but I doubt it will actually be part of the gameplay (as in, at some point you'll have your population revolting and killing the king).

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5 years ago
Sep 29, 2019, 2:03:00 PM
Dinode wrote:

Well, there is a stability mechanic, perhaps that can be used to replicate some of the things you want? If it is low enough you can get revolutions?

There was a stability mechanic in Civ IV "Rhye's and Fall..." mode, which could turn empires into dust if mismanaged and I found it very interesting at that time, because you always had an inner threat that could not be managed with a giant army. But Civ IV's paradygm mechanics were just awful.


I think that it can be implemented on economy-based classes, progressing through ages


Once you settle down and start making food from farms, slaves, slaveholders and peasants appear. As you build state, your economy grows, there are more and more slaves, you need to control them from rebelling. If there is too much, their production loweres at the point you get a crisis. 


And end of this crisis is seen in turning into feudal state, and making peasants out of slaves. Peasants will automatically generate a small amount of knights out of them, which could be made into landlords to help in governace and improve stability. For time being, landlords will become too much, peasants will become a limiting factor in production, while new trade roots, banks and giant guilds in new cities will generate bourgeois that will boost economy and make new stuff like factories, but will conflict with former aristocracy etc etc etc. I mean, it can be automated I guess and it will make game extremelly dynamic

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5 years ago
Sep 29, 2019, 2:06:39 PM
Ezumiyr wrote:

You are aware that the marxist understanding of history are kinda... outdated right now?

We can have revolts and revolutions without having to rely on a, let's say controversial, society model. Like Dinode said, there's a stability mechanic that could emulate that. I would add that different social conflicts have different causes and different manifestations that can also be done through events or simply certain features (like a governement system).

Obviously Humankind isn't a simulation, meaning that we can't have a "changing society in a constant flow of time". The game is divided into eras, meaning that a lot of changes will be abrupt.


I'm a big fan of the "rises and falls" feeling in strategy games, with countries evolving through all kinds of events, but I don't really see a lot of potential for that in a game where you pick different  "cultures" at different eras. We will have some choices with consequences that deal with social conflicts (like you could get an event to become a democracy), but I doubt it will actually be part of the gameplay (as in, at some point you'll have your population revolting and killing the king).

Sorry, but I wont argue on Marxist understanding since I want to keep everything civil and I get too furious when debating politically-wise. 


I mean, I'd like to see it because, paired with stability and cultures it can make awesomely dynamic societies, which will provide cool stories, enormous replayability etc etc. 

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5 years ago
Sep 29, 2019, 3:59:06 PM

i doubt that this will be in release version of the game, perhaps with some dlc or modes your idea will come to live, but surely not in closest future. Mostly because dev need to develop algorythms which woild simulate mentioned mechanics, then they should make this algorythm, stable, and after that controllable. 


As for the topic, i belive your idea not bad, but it feats more stellaris rather then Humankind, but i belive that ur idea could appear in different shape but still.

As alternative, there could be specific goverment tab, which will allow you to create laws policy's and other levers which will allow you to controll your pops (slaves, peasatnts, cityzens, priests, nobles) and split them in manner you do like

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5 years ago
Sep 29, 2019, 8:46:53 PM
invesua wrote:

i doubt that this will be in release version of the game, perhaps with some dlc or modes your idea will come to live, but surely not in closest future. Mostly because dev need to develop algorythms which woild simulate mentioned mechanics, then they should make this algorythm, stable, and after that controllable. 


As for the topic, i belive your idea not bad, but it feats more stellaris rather then Humankind, but i belive that ur idea could appear in different shape but still.

As alternative, there could be specific goverment tab, which will allow you to create laws policy's and other levers which will allow you to controll your pops (slaves, peasatnts, cityzens, priests, nobles) and split them in manner you do like

As for me - one of the worst parts of Civ games was the lack of mechanics from the very beginning (some may actually remember that Civ VI developers promised not to make mech DLC's and include everything from the beginning - yes, it was that bad at the time)


How society interacts with economy (and class society theory is about that) is the key point of any 4X strategy. It must be a foundation of the game and is not really changeable further. 


On stellaris-like: I disagree. Their system is too complex, based mostly on digits, rigid systems that are defined by occupation, whether real-life one is defined by how are you related to production of material values (which are food and goods).


On alternative: that sounds interesting, but I don't like Victoria II vibe of it (sorry if there was none, but it seems to me that I felt it). You are a player, not a god. You cannot control anything as you only see fit, soviety must act like it is self-aware (actively), not driven by your choices (reactively). I mean, it is like of you will do nothing, something will tend to happen anyways. 

Updated 5 years ago.
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5 years ago
Sep 30, 2019, 8:39:38 AM

well by controll with laws, i meaned not full controll, but like number of possitive and negative effects, like if you give your peasants freedom in feudal society, that will most likely force u to confront with nobility, etc. But in anyway, all thoose mechanics should be optional, because some peps could find it to complex to figure out how all this work.

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5 years ago
Oct 2, 2019, 7:48:16 PM
invesua wrote:

well by controll with laws, i meaned not full controll, but like number of possitive and negative effects, like if you give your peasants freedom in feudal society, that will most likely force u to confront with nobility, etc. But in anyway, all thoose mechanics should be optional, because some peps could find it to complex to figure out how all this work.

I don't like optionality of mechanics, because that turns the monolithic experience from game into a pile of "that guy used that option and that guy didn't". I mean, they should be one and together. Better to put sweat into proper explanation and UI, and Amplitude are absolutely great in those two. 

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5 years ago
Oct 4, 2019, 3:40:28 PM

you got me wrong, by "optional" i meaned that player will be able choose to play "with" such mechanics or "without"

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5 years ago
Oct 4, 2019, 11:12:58 PM
invesua wrote:

you got me wrong, by "optional" i meaned that player will be able choose to play "with" such mechanics or "without"

That kinda is what he meant I think. If one player is playing a super complex social simulator and the other is playing a simpler 4X, can you really say they are playing the same game? I know a lot of the DLC for the Endless games include new mechanics, and in that sense you could have "optional" mechanics, but there comes a point where it's more like a mod than the same game.

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5 years ago
Oct 6, 2019, 2:55:38 PM

well, i think complexity should be chosen in same way as map size etc, so it will sort of a game rule, and think if made in such way, most will happy, coze not all peps playing at max difficulty

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5 years ago
Oct 7, 2019, 5:36:52 PM
invesua wrote:

well, i think complexity should be chosen in same way as map size etc, so it will sort of a game rule, and think if made in such way, most will happy, coze not all peps playing at max difficulty

The issue with that is that things like map size and difficulty are on a slider, while whether you have a mechanic that adds one more thing to keep track of seems like a binary choice. Frankly, I think having events themed around these parts of history and utilizing the "civ myers briggs" that we already have (nation vs world, authority vs liberty, etc.) would be more likely and fit better.

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