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Anarchist Revisions for Civilization the PC Game
The
title reveals the massiveness of its scope.
You start as an ancient tribe just inventing the wheel and the
alphabet with continuous progression in time to the modern world and
beyond. Libertarians and
anarchists who have played have probably grumbled at the portrayal of
government. “Anarchy” in
the game is the period of chaos, revolution, and poor productivity
experienced when switching between supposedly more stable and permanent
forms of government. Despotism
is the original form of government at the dawn of civilization, and
different government types are “discovered” through research, and
democracy is considered the most advanced and generally advantageous form
to have in the game. Having
played the game, I thought it would be good to have a more realistic and
thus libertarian version of the game.
However, the game requires a government to be controlled by the
player in order for there to be a game to actually play.
Trying to imagine an anarchist version, I could only think that
being able to control a single individual unable to control the choices of
even your own anarchist society, I gave up the thought of reconciling the
political flaws of the game in a manner to retain the entertainment value. The
series has tried to make entertaining scenarios where a player can play
real historical wars and events. Some
scenarios it could do moderately well such as the World Wars.
However, George W. Bush’s current War on An
attempt to make a Civilization game model of the But
what would be the best way to model the fundamental nature of real
civilization to replicate all these historical events?
While seeking this answer, I discovered that real civilization with
its major complexities could in fact be modeled into a playable game. The
existing series starts with nomads settling down starting their first
non-nomadic village. This dawn
of land-bound agriculture should not begin with despotism as Sid Meier has
it, but the opposite: anarchism. In
a world of wide open spaces and nomadic lifestyle, those who want to leave
can easily do so, and chasing them down to enslave them would be an
impossible task, so any government must be wholly by consent at the start
of the game. What “you the
player” as a people are is not a state, but a people/culture/tribe.
(I could add nation, but the modern meaning of nation has changed.)
The existing games blur this distinction, just as state propaganda
would not have us comprehend the difference. However,
it is true that this “people”--either yours or other peoples in the
game--could become a state, and likely many will.
It happened historically, and the game would be inaccurate if
perpetual blissful anarchy was the norm.
This possibility starts after agricultural former nomads become
fixed to the land, forgetting the nomadic way of life, and space
constraints first make escape less likely to succeed.
Two societies cross, often in competition for relatively scarce
resources. Language barriers
naturally exist, but were not modeled in the Civilization games.
These societies can either spend the effort to learn to practice
peaceful trade, learning your neighbor tribe’s language, going to war,
or some combination. Whenever
one formerly anarchist tribe conquers another one, a state is born.
But if there is no complete genocide, and the loser is made to pay
tribute, tax, or enslaved, then this new combined dual society has castes
and/or classes. The
existing games would make such a conquest the end of game for the
conquered, and the conquered take on the culture and identity of the
victor. Instead, this
should not be the end of game for the conquered.
In reality, the conquered people live on, and may fight against the
state, either within its laws by trying to change them, outside the law of
the state for their own higher law, or some combination.
Eventually they could seek to emigrate somewhere where they can
have more control over maintaining their identity. One
particularly interesting historical people that any realistic Civilization
game should be able to model is the Israelite/Jewish people’s history.
Start from their entry into This
is what should be modeled: A game player controls a united people whom are
not bound by force. The people
could stay free, become enslaved in a state, become enslavers in the
state, have their identity fade away through assimilation, hostile
propaganda, or even genocide by enemies.
If the game player does enslave another people, then at most he can
control most of their production. He
cannot control their will. (Though
he may try and have some success with propaganda, bread, circuses, and
buying allegiance through granting privilege to leaders of the enslaved
people.) Likewise if he is
enslaved, he controls his people’s will to resist, the fighting spirit,
the counter propaganda, and even attempts to seek friendly cultures to
make an alliance against his enslavers. The
factor that unites a people should have a name.
Perhaps the best term for this, get ready . . . is religion.
This may seem odd and incompatible with the reality of
multi-cultural cooperation, but there is a type of religion that makes the
reality instead of the Plato’s cave type perception.
Are the American Baptists and American Mormons part of the same, or
hostile religions? They seem
to be able to go to war together to kill the Assyrian Orthodox Christian
women and children in Every
state is a religion. Generally
we call this worship of state civic religion, with its flags, anthems,
pledges of allegiance, rituals, and holidays.
(Notice the etymological origin from holy day.)
States often allow freedom of religion, but by propaganda, forced
schooling/brainwashing, and threats to dissenters, it instills the civic
religion into the core of every approved religion.
You no longer have to believe that the state or king is God, only
the instrument of God to be obeyed and the legitimate maker of laws of
right and wrong. In
the existing series, a player is the head of state who must choose how to
allocate workers to agriculture, manufacturing, trade, science,
entertainment and such fields. This
could still be done similarly in this essay’s revised game concept as a
popular leader of a people, and it can be assumed that your people as a
people consent to your general wisdom.
(Exceptions nevertheless exist for alienating some people, and you
could experience an outflow of people feeling unappreciated.)
If whole cities are entirely of your people, then control of city
dynamics could be similar to the existing games.
Some of these cities could be in free anarchies, while others could
be controlled and regulated by hostile states demanding tribute.
Individual cities could be mixed cultures, and the trade and
interaction of your people could vary by the strengths, weaknesses,
peaceful or hostile state of other cultures to yours. So
everyone would want to know, “How do you model choices between
capitalism and socialism?” Unfortunately,
those terms are too ambiguous. I
can’t imagine a capitalism/socialism meter where you choose between
0-100% to represent the two. Instead,
there needs to be meters to choose between tradeoff in voluntary
cooperation vs. voluntary competition.
There should be at least two of these: One internal one for how
your own people are treated, and external meters for each of the other
peoples that could change based on relative mutual regard between each
people. Too much cooperation
makes some people inefficient free riders, but too much internal
competition gives no reason for your people to be loyal to you if they
could be better off joining some other society. If
a player did create a state, then the game should accurately model the
historical difficulty of undoing it. The
creation of a state creates massive privilege among the conquering people.
If a player created a state and then wants to abandon it, realism
requires that at most he lead a break off culture (a counter-culture)
because the portion of his people who obtained privilege would not follow
him in this abandonment. So
the game should not only allow for the various mergers between peoples,
but even a single culture could split in two. This
game concept will have opponents. If
a player (even a computer AI) decides to create a state and subjugate or
destroy opposing cultures, then genocide is the inevitable approach
against those who refuse subjugation.
Players who likewise try to refuse subjugation will have to survive
genocide attempted upon them. The
opponents of this game will claim horrification at the possibility of
modeling the Holocaust. Nevertheless,
if the game provides an accurate model of this reality, it provides a
means to observe causes of many possible historical or theoretical
holocausts. Is not this a good
way to remember the Holocaust to not repeat it in the real world? I have no idea if Sid Meier and Co. are too ideologically invested in the inaccuracies of their series to desire these corrections or not. This concept is different enough from the Civilization series that a competitor could make such a game described here without violating Civilization copyrights if necessary. Still, this is only a rough outline of the structure of this game concept. Feel free to add ideas that could be useful to model the real nature of civilization, hopefully to present to a video game company to see if they would create such a game. [1] This seems the obvious reason they did not return to their homeland when the famine ended. Why leave a privileged life for one of work? See Gen. 45:18-20 and compare Gen. 47:20-21. discuss this column in the forum Lysander's Ghost has degrees in math and economics, a wife, and three kids. Besides agorist free-market anarchism, he promotes a Weston Price Foundation approach to nutrition and health, plays guitar, and loves progressive rock/metal. A long term goal is to finish a SF book in the style of Heinlein. |