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Cake day: June 12th, 2023

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  • Nomadic people don’t just wander around aimlessly, and there are big differences in how desirable different territory is for nomadic hunter-gatherer humans. The principle is the same as with nomadic pastoralists: your group has a territory which can sustain them when hunted on/gathered from/grazed/etc over the course of the year, and your group will wander within that space in a deliberate pattern. If some other group decides to “just move on to” your group’s territory, hunting the animals and foraging the plants that your group knows they are going to need to survive the year, that’s an existential threat to you. And you can’t “just move on” yourself without wandering into the territory of yet more groups whose territory borders yours, and who will react violently to your presence for the same reasons.

    Given the choice between fleeing to who knows where and fighting who knows who for the privilege of moving, or staying right where you are and fighting for the land you know your group can survive on, you stay and fight.

    Humans spread out across the earth as the losers of these conflicts (those who survived, anyway) fled until they stumbled on new-to-humans territory, often displacing or eradicating groups of more “primitive” hominids they found there. This process continues until just about everywhere which humans can reach and which can support human life has humans in it. But expanding populations, the occasional natural disaster, and normal human frustration that their territory sucks while their neighbors have it great (which was often true; again, not all land is the same to a nomadic hunter/gatherer) meant that these conflicts were constantly reignited.


  • There was organized violence deployed by groups of humans against other groups of humans long, long before anything we would recognize as warfare. Particularly brutal violence too, because the objective was not to conquer other people (something which only makes sense once agriculture is the dominant mode of sustinence), but to either drive off or exterminate a rival group so you can use their territory for yourself.

    And we don’t even need to talk about people here: we have records of chimpanzees fighting small scale wars of harassment and extermination against neighboring groups.

    Pre-modern, pre-civilization, pre-aggriculture, pre-you-name-it human life was far more violent than what we deal with today.




  • Ahh yes, Civ IV. From ye olden days, when the dev teams cared about such weird and obsolete ideas as testing the game before release, or creating an interface that tells the player what the fuck is actually happening. Or useable asynchronous multiplayer, or an AI with enough of a clue to play the damn game competently… I could go on.

    Some people apparently liked V’s whole “don’t build too many cities, we don’t want to have an actual empire here” deal, which definitely isn’t my thing but does create less micro. But most of the mechanics were reasonable and the UI shared more or less enough info to follow along. They also opened up the code after the final expansion so modders could do some really great things.

    IV had a lot of really good ideas, and zero polish. The current version of the game is laden with silly bugs, ride with bizarre balancing choices, and hideously opaque with simple questions like “how much research have I put into this tech”, “how much production overflowed off this completed build”, and “how likely is this unit to kill this other unit, vs simply damaging it.” They haven’t opened up the code to modders, nor have they put any effort into fixing these frankly silly errors themselves.

    Civ IV is great because of relatively simple mechanics which allow a lot of interesting choices in how to construct and develop your empire. It accentuates this by getting all the boring stuff right: bugs are few and minor, the interface is communicative, etc. it’s not perfect in either regard, and yet somehow it far exceeds its successors in these simple categories. This is how you make a good turn-based 4X game actually fun, even with 2005 graphics.

    And yet, V and VI sold extremely well, and VII seemingly will as well, despite inevitably being a grossly inferior product at release which will be dragged most of the way to a truly finished state over five years of patches and DLC.

    I guess this is very “stop having fun meme”, but why the hell are the only games in this genre (of all genres) trading balance, bug fixes, and comprehensible interfaces for fancy graphics? Is it really not profitable to make a game like Civ IV in 2024?