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What do you yearn for in a Civilization game?

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DSfan
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Hiya All,

Been searching the boards for awhile, and I seen topics on a Civilization game playable under 3 hours. I think a Civilization game might be a fun thing to try to make, and might be pretty popular with my friends and family, as they (including me) have never experienced this type of game.

Like I already said; I have never worked on this type of game before, but I really want to try. So I have come to see what you guys desire in a Civilization Boardgame.

I am looking to make the game fun, simple, and unique as possible without going over a 4 hour time limit, so we don't have to devote a whole day to it. By unique I am mean something people haven't seen before, this could include a Theme, or some mechinacs people haven't seen, or have been treaded lightly on. I also want to make it a game were people can just join in if it's not to far into the game, so if someone comes over they can play to.

So if you have any ideas for a Civilization game that you are willing for someone to look at please post them here.

Thanks in Advance,
-Justin

Anonymous
What do you yearn for in a Civilization game?

Sounds like a good idea for a new thread. :wink:

jwarrend
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What do you yearn for in a Civilization game?

I agree, Steve!

I think, Justin, that if you're going to set out to make a new Civ game, you would do well to learn about and try to play the games in this genre that have gone before. The logical starting point is the granddaddy of Civ games, Avalon Hill's "Advanced Civilization". There are a lot of other games in the genre that you should look at, though, including History of the World, Vinci, Twilight Imperium (sort of), Sid Meier's Civilization, La Citta, Empires of the Ancient World, Tahuantinsuyu (Inca-themed), Mare Nostrum, 7 Ages, and probably a few others besides. Also look at the games in this genre that folks on our site have created, including my own "Sands of Time", David's "Wheel of Time", and Rene's "Gheos".

I think that before you embark on your project, it's important to define what you are looking for in a game that doesn't currently exist. After all, if the ideal game for you is already out there, you should just play that!

For myself, what I saw in a lot of Civ games was an emphasis on territorial conquest; this is particularly true of games like Vinci or History of the World. When I heard about Mare Nostrum, it was described as a 3 hour Civ in which you had to manage your empire's military, political, and economic spheres, but in a context of simple and clever systems. I wondered whether I could create a game of my own that fit that description, and it's still an open question whether I'll succeed!

As far as what would make a good theme for a Civ game, I think that thinking outside the box is a good way to go. There's an upcoming GMT game called "Progress and Destiny" which is about the settlement of the American west, yet it has all the hallmarks of a good Civ game -- development, expansion, management, etc. And I mentioned Tahautinsuyu, which is a well-received game set in the Inca empire. I'm something of an "essayist", and so I chose to build my game around the classical period of history, with a game board that centered on the Med (but, a different projection of that region). But I think there's ample room for a game built around a more esoteric or less well known region or era. Perhaps a game about ancient China, or India could be interesting. Use your imagination!

But the mechanics will really be key, and a piece of advice I've learned the hard way is that even a 3 or 4 hour game will be difficult to achieve if you put everything in the game that you'll want to. The key is to come up with elegant ways of interweaving mechanics so that you can keep the overall length down.

Good luck, and let us know when you've got the game laid out a bit; I'm sure myself and others would be interested to hear about it!

-Jeff

DSfan
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What do you yearn for in a Civilization game?

jwarrened wrote:
I think that before you embark on your project, it's important to define what you are looking for in a game that doesn't currently exist.

Fantasy could be a nice priority for me. I love anything Fantasy/Magic related (games, books, etc...)

A book I'am reading right now is Avalon: Child of the dark prophecy. It gives nice different aspects that could maybe be turned into a game. Some stuff that it gives are: A Map, tells about Merlin, etc...

I have also seen no Lord of the Rings Civilizations, I am suprised by this, as there is almost a LOTR game for any category there. Maybe I could tread lightly on this?

I have been looking through BBG at different civilization games. Most of them which have a fighting as a main aspect. Something that is possible iis that I could take out fighting and maybe add some else. Any ideas?

Hope some of that sparked some ideas.
-Justin

comport9
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What do you yearn for in a Civilization game?

Haven't seen all the games mentioned, but of those that I have they are all based upon a map. How about having something a little more abstract?

Could have a board that would allow up to X number of settlements/cities. They would start with 1 - 3 random resources/specials that are hidden at the start. Each player would select one for his first settlement, and explore/expand from there.

Distances would be set, but wouldn't be as "strategic" in a real map game. However, I think the upside of a game like this would be it's ease of "assesment". (Players would play quicker because they'd be looking at less locations, and those locations would all be structured) This would help reduce the game time a lot I feel.

There's a thousand and one things you can do with this style of game, just gotta try and find a way to stream-line it so that only a limited number of events are ever happening at the same time.

Scurra
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What do you yearn for in a Civilization game?

An abstract map would then not really be a "civ" game as such. One of the key components (istm) is that the game is played on a "real world" map precisely because you can then make a decent mental association with the civs you are building. It's one of the reasons that Vinci, although abstract in many other ways, suceeds here because the tile combinations tend to lead to real-world associations. (It fails on the trading/building aspect, but that's a different story!)

A LotR:Civ game might work because Tolkien did all the work in creating the world, but only for people who really understood the underlying mythos. My Wheel of Time game avoided a real world map because I was interested in the other mechanics: I have subsequently transposed it onto a real world map in order to overcome the accessibility hurdle (there are still enough other problems with it as it is though, so don't expect to hear much about it for a while!)

Basically, that's a long-winded way of saying that if you remove the map, I don't think it's a civ game anymore... :-)

jwarrend
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What do you yearn for in a Civilization game?

Re a boardless civ game, you might look at Medieval. Not sure how successful that it. I think it's entirely possible to make a boardless, or otherwise non-spatial game, but it won't be hailed as the "Civ lite" people are looking for...

As for a LotR Civ game, interesting thought, but what period of Middle Earth history would it focus on? You could probably do something interesting with the material from the Silmarillion, but it likely wouldn't be commercially viable. It's kind of hard to see how the game would actually work; what would the goals for the players be?

-J

sedjtroll
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What do you yearn for in a Civilization game?

Is this the thread in which someone asked for a good setting for a civ game? What about ants? Like SimAnt, the game could be focused on building an ant civilization. Ants need places to live, things to eat, might have to fight off other ants, and then there's the queen who, if taken care of, produces lots more ants.

Off the top of my head...
players could control a couple worker ants each at the start, and a Queen. The workers would do things like Explore (look for food sources), Retrieve food, or Build (increase/improve the anthill or whatever). There could be another type of resource that is needed- or maybe that's the quality of the hill- and based on your resource status you can produce ants with your queen. You can produce more Workers, and you can produce Soldiers. You would pay Food for this, and you probably have to pay food for other things too, like Building up the hill, and sustaining your ants and queen.

Maybe each player has a player board (or Hill) which is where their Queen's Chamber is, and a passage to an exit. The exit leads to a particular spot on a main board. So part of your hill is your own, and part is (or can be if you expand) out in public so to speak. The public area might end up with criscrossing paths with opponents, and you could use their tunnels. If opposing ants run into each other they probably have to fight or something.

You could probably send some ants to invade another player's hill, or to attack their supply line (food source) via some mechanic.

Any thoughts on this?

- Seth

DSfan
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What do you yearn for in a Civilization game?

sedjtroll wrote:
What about ants? Like SimAnt, the game could be focused on building an ant civilization.

This is not a bad idea. I have played some simant in my day, you have already have a lot on this. Thanks for the idea.

Anybody what to expand on this?
-Justin

Hedge-o-Matic
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What do you yearn for in a Civilization game?

Well, some of the reasons miltarism is such an important part of civ games are:

1.) Might makes right in the real world. The Native Americans "lost out" to European invaders not through any cultural deficiency, but through lack of military power. Africa is hopelessly behind in the real world when it comes to military power, and had Asia been just a little more isolated for a few centuries, it would be right there at the bottom of the stack. Military might it one of the most lopsided aspects of a civilization. It's parity or death, and most civ games reflect this by becoming continual arms races.
2.) Military power has clearly delineated and very clear development over time, and this is an easy thing to model in a game.

Alternatives to military power in civ games is "systematizing" the cultures under development more. Most games use game systems to model physical realities, and let "soft subjects" like culture go unregulated, up to the negotiation powers of the players. But most cultures in the real world would never behave as they have if played as game civilizations. Ancient China would never have thrown away the military uses of gunpower thousands of years before it's rival counties in a civ game, and yet this and many other technical innovations were smothered by cultural values. Could modelling this sort of restriuctive cultural bias be a new twist on a civ game? Isn't the mindset of the civilization at least as important as the might? Why else would Europeans fight for millenia over Jerusalem? Why would the Christian world turn it's back on learning for a thousand years? Successful cultures actually do these things, and I think this would be a far more ambitious game to create.

As far as the map defining a civ game, I have to disagree. As I've demonsatrated above, the defining aspect of a civilization is its culture, not its location or military power. A mapless civilization game is very possible.

jwarrend
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What do you yearn for in a Civilization game?

Hedge,

You raise an interesting point; there clearly is a disconnect between cultural peculiarities of real civilizations and board game mechanics. Part of the difficulty in reflecting reality is that a game by definition requires a goal. There are so many military games precisely because it's so easy to formulate a goal structure that involves conquest. But defining a goal structure based on "culture" is more challenging, because it's hard to define exactly how to reward players. I could see using cultural considerations to impose limitations or obligations on players in the ways you give as examples, but I do think it will be an uphill road to make a good game out of it.

Another aspect that games tend not to include is the bitter ethnic rivalries that have characterized much of human history. Again, this is hard to model, since, after all, it's just a game -- we, the players, don't really hate each other. But the influence of ethnic tensions should probably play a more prominent role in a "realistic" game. I envisioned a mechanic for my own game whereby each turn you draw an "enemy" card, reflecting a foreign nation with whom your people wish to go to war, and with repercussions if you fail to attack that player. I don't think I'll use the mechanic, but it could be a way to reflect this idea.

Another factor I think that might be interesting to implement is the idea of ethnic groups who don't actually control nation-states. Take the Jews, for example; they spent many centuries without a political state of their own, yet have retained their cultural identity and influenced history all the while. I think incorporating these kinds of ideas could be interesting, but again, very challenging.

In my own civ game, I chose to have scoring relate to the kinds of things historians would be likely to write about -- achievements, military and otherwise. It probably doesn't give the true sense of flavor that you're seeking, but it gives a good context for a scoring system, and allows considerable differentiation in the societies that emerge...

-Jeff

DSfan
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What do you yearn for in a Civilization game?

Hedge-o-Matic wrote:
Alternatives to military power in civ games is "systematizing" the cultures under development more. Most games use game systems to model physical realities, and let "soft subjects" like culture go unregulated, up to the negotiation powers of the players. But most cultures in the real world would never behave as they have if played as game civilizations. Ancient China would never have thrown away the military uses of gunpower thousands of years before it's rival counties in a civ game, and yet this and many other technical innovations were smothered by cultural values. Could modelling this sort of restriuctive cultural bias be a new twist on a civ game? Isn't the mindset of the civilization at least as important as the might? Why else would Europeans fight for millenia over Jerusalem? Why would the Christian world turn it's back on learning for a thousand years? Successful cultures actually do these things, and I think this would be a far more ambitious game to create.

I think I get what your saying, so let me sum it up for other people and me.

Something I see (more modern-day) is a deck of "Headline" cards, these cards, would say different things like: World News; Europeans take over Jerusalem! On the bottom of these cards would be different gains or maybe loses.

Is any of this some-what like your saying or am I way off? If I am off, could you give an example please.

-Justin

Hedge-o-Matic
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What do you yearn for in a Civilization game?

Well, as I was writing my first response, I was formulating a Civ system in my head, which has intruiged me enough to actually try to develop into a real game (now that's a good thread!). Let me give you the outlines of my thinking at this very early stage (and don't be offended by my use of a religion as a game element... we are talking about cultures, here).

Each player would have Cultural Influence cards, which would be used to formulate individual Cultural Iconics. An Iconic is something that is readily identified with that culture, such as a religion. An iconic is a template for how the player scores in the game. Following the guidelines of each Iconic you have formulated would score points for you. For example (and this is really rough, because I've only been thinking for a few minutes about this...), you could have an iconic that you call Capitalism. It could be made of the influences that cause the player to bargain far and wide for wealth tokens, which it then gets bonuses for. But it also reflects a wasteful culture, and the player must discard 3 rescources every turn. These two elements would be taken from Influence cards, and, can the player act as their Iconics dictate, they gat a fixed number of VP each turn.

The important thing here is that players can learn the iconics of other cultures through cultural contact, allowing them to gain the same benefits without using their own Influence cards. When a culture adopts your own Iconic, you get a one-time bonus. This reflects the continuing influence of ancient Greece, for example, and the Roman Empire. Ancient Israel could have had a "Holy Land" Iconic, allowing whomever controls Jerusalem to exert influence over other cultures. Perhaps this Iconic could be considered "unique", so it wold change hands long after the original Ancient Israel player bowed out.

Other Iconics could be Language, Religions, and various cultural elements. I'd have to think for a bit to get a mix that's flexible as well as unique, without being boggy and unworkable. The core idea is that you'd be generating cultural worth that could spread to other cultures to your benefit. This could explain the continuing influence of the displaced Jews of the above example. The cultures that followed them continued to pass along the Jewish Iconics of Jerusalem, The Bible, and perhaps Christianity as well, thus generating a stream of VPs for the player, allowing them to continue in the game.

Hamumu
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What do you yearn for in a Civilization game?

That whole Iconic thing, and the whole anthill thing (with private boards hooked into a public one, nice!) are really cool. I like the thought of culture controlling your behavior as it does in the real world too.

Culture Cards, which are effectively rules for the players - "Science = Satan!" means you get only 1/3 of your research points until you find a way to get rid of that culture card. Maybe each card would have its own conditions under which it would go away (and obviously, some culture cards are very good, and you would want to avoid their exit conditions), so that card for example would say that you must have no temples to get rid of it (there'd be some way to destroy your own buildings, maybe a small cost), which of course means losing the bonuses temples provide (an anti-unrest influence?), but it may or may not be worth it depending on your interest in research at that point. You'd get a new culture card at certain points, maybe each new 'age', or every 3 things you invent, or just upon drawing a "Cultural Revolution" event card.

The basic idea though being to put rules in place, to symbolize your cultural... well, rules. If your people have an aversion to water, no ships. If your culture shuns the sick, you have health care problems. If your culture loves board games, nobody gets any work done.

I like the idea, it has a certain Fluxx-like nature, where the rules of the game change ("National Pacifism" being a very unfortunate cultural development in most games, but at least it cuts your unrest to zero! Maybe it goes away as soon as someone attacks you). Of course, if you're really looking for a simulation type of thing, you would never do random culture cards, you'd have fixed ones at certain points depending on the culture, but I am not a fan of simulation anyway, I just want fun games, and the surprises are what make it fun. When I played computer civ, I ALWAYS used random maps!

jwarrend
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What do you yearn for in a Civilization game?

The "iconics" idea is an interesting one. It sounds a little bit like the scoring system of 7 Ages, in which (as I understand it) each Civ has a specific way of getting "glory points" based on something that you'll emphasize -- be it size, or most ships, or some other thing.

The tricky bit is developing a clean, simple system that can accomodate the diversity of "iconics" that you'll presumably want to incorporate. But it may be doable if you can think of a few simple attributes that these will relate to.

My concern would be, though, that the game may not have a lot of room for strategic creativity; that it might end up feeling more about trying to preserve your cultural identity than about trying to actually build anything or achieve anything. However, the spreading of your cultural identity might be the "legacy" you're trying to establish, although I don't know if this is any more realistic than a conventional Civ game. Not all cultures are really seeking to have their cultural values adopted by other societies; historically, there have probably been more societies interested in the obliteration of their rivals than in their "conversion".

Still, if you can pull it off, it might be neat. Give it a go!

-J

comport9
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What do you yearn for in a Civilization game?

"The Native Americans "lost out" to European invaders not through any cultural deficiency, but through lack of military power."

This isn't entirely true. There was no war fought. Natives "lost out" due to their inability to work together to preserve what was theirs. So in reality, this COULD be described as more of a cultural deficiency than a military one. (Not too mention the fact that when the original European settlers arrived they could have been driven away and never come back if the Natives had wished it so.)

DSfan
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What do you yearn for in a Civilization game?

Quote:
which has intruiged me enough to actually try to develop into a real game

Argh, I really liked that idea, and was going to use it for a game of my own.

Very Sad,
-Justin

Hedge-o-Matic
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What do you yearn for in a Civilization game?

Hey, go for it. The worst that will happen is two takes on the same thing; there's no chance we'll be very close in implementation, I assume. There's just too much that can be done, too many decisions we'll make differently.

Let's exchange rules sets when we've got workable prototypes. How does that sound? It'll be intersting to see what someone else does with the same mechanic.

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