Guns, Germs and Steel
Posted: Sat Aug 03, 2019 9:10 pm
Playing FOG Empires made me think of a book I once read called Guns, Germs and Steel by Jared Diamond. The main premise is that "...gaps in power and technology between human societies originate primarily in environmental differences, which are amplified by various positive feedback loops."
Basically, he posits that the first step towards civilization is the move from nomadic hunter-gatherer to rooted agrarian society. Several conditions are necessary:
- access to high-carbohydrate vegetation that endures storage;
- a climate dry enough to allow storage;
- and access to animals docile enough for domestication and versatile enough to survive captivity.
Control of crops and livestock leads to food surpluses. Surpluses free people to specialize in activities other than sustenance and support population growth. The combination of specialization and population growth leads to the accumulation of social and technologic innovations which build on each other. Large societies develop ruling classes and supporting bureaucracies, which in turn lead to the organization of nation-states and empires. Diamond goes on to note the geographic variations in plants, animals, terrain and temperature and how they affect agriculture and domestication.
He has much more to say on geography (temperatures, water availability) and germs (plagues, diseases).
FOG Empires is a wonderful game. But I think it may need another pass on the particulars of agriculture, animal domestication, diseases and weather.
Right now, not to put too fine a point on it, some things are simplified to a point where players face fewer constraints than existed in a time before modern medicine, science and communication. I suspect this is due not only for game play (who wants to spend all their time being buffeted by factors beyond their control?) but also to make the less developed "barbarian" nations more fun.
I realize Guns, Germs and Steel had its critics, and that modeling human development and civilization on such an ambitious scale is incredibly challenging. But playing FOG Empires right now feels a bit formulaic. Build lots of infrastructure. Build lots of purple buildings. Watch your population grow. The tiniest collection of bedraggled forest tribesmen can become an empire to marvel at. It needs something more.
For example, the AGEOD games often had a "historical" attrition and supply setting which reflected how in real life armies during the pre-modern age would sometimes just waste away without battle due to poor supply, disease or lack of discipline. Players usually hated it, since it put real constraints on freedom of action.
I think however FOG could benefit from a "historical setting" or even a new campaign scenario, where the map and rules would reflect real life constraints of time, space, geography, medical science, etc. No more moral boosts from "fortune tellers" for example. A realistic impact of creating a herbalist at a time when medical knowledge was so poor. What use a herbalist when the common remedies of the day were things like "here you are dearie - a mandrake root so your child will be born male!" And they need to add a LOT more random events on social disruption, weather and disease.
Basically, he posits that the first step towards civilization is the move from nomadic hunter-gatherer to rooted agrarian society. Several conditions are necessary:
- access to high-carbohydrate vegetation that endures storage;
- a climate dry enough to allow storage;
- and access to animals docile enough for domestication and versatile enough to survive captivity.
Control of crops and livestock leads to food surpluses. Surpluses free people to specialize in activities other than sustenance and support population growth. The combination of specialization and population growth leads to the accumulation of social and technologic innovations which build on each other. Large societies develop ruling classes and supporting bureaucracies, which in turn lead to the organization of nation-states and empires. Diamond goes on to note the geographic variations in plants, animals, terrain and temperature and how they affect agriculture and domestication.
He has much more to say on geography (temperatures, water availability) and germs (plagues, diseases).
FOG Empires is a wonderful game. But I think it may need another pass on the particulars of agriculture, animal domestication, diseases and weather.
Right now, not to put too fine a point on it, some things are simplified to a point where players face fewer constraints than existed in a time before modern medicine, science and communication. I suspect this is due not only for game play (who wants to spend all their time being buffeted by factors beyond their control?) but also to make the less developed "barbarian" nations more fun.
I realize Guns, Germs and Steel had its critics, and that modeling human development and civilization on such an ambitious scale is incredibly challenging. But playing FOG Empires right now feels a bit formulaic. Build lots of infrastructure. Build lots of purple buildings. Watch your population grow. The tiniest collection of bedraggled forest tribesmen can become an empire to marvel at. It needs something more.
For example, the AGEOD games often had a "historical" attrition and supply setting which reflected how in real life armies during the pre-modern age would sometimes just waste away without battle due to poor supply, disease or lack of discipline. Players usually hated it, since it put real constraints on freedom of action.
I think however FOG could benefit from a "historical setting" or even a new campaign scenario, where the map and rules would reflect real life constraints of time, space, geography, medical science, etc. No more moral boosts from "fortune tellers" for example. A realistic impact of creating a herbalist at a time when medical knowledge was so poor. What use a herbalist when the common remedies of the day were things like "here you are dearie - a mandrake root so your child will be born male!" And they need to add a LOT more random events on social disruption, weather and disease.