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Coming to Grips With Civ5

Okay, I’ve been through a half dozen games of Sid Meier’s Civilization V, and a half dozen more aborted when some overlooked (or poorly documented) element wrecked my empire and couldn’t be recovered—learning experiences all, and enough to be getting on with a first-look review.

Two important caveats before I begin. First, a dozen runs is enough to learn a lot about the system, but there’s every chance that I’ve missed something important, something that transforms what looks like a horrible design mistake into something viable or even brilliant. All us fanboys are still learning. Second, measuring Civ5 against the initial release of earlier titles in the series, and not the patched and expanded versions we now know, is difficult, yet comparing it to patched titles is somewhat unfair. Most notably, the original Civ 4 was very good, but it’s easy to forget it wasn’t fine-tuned with the exquisite skill of the BtS expansion. Civ 5’s lack of polish compares far more favorably with the former than the latter.

That said, Civ5’s innovations nevertheless feel like a lot of one-step-forward-one-step-back. It definitely suffers from “odd number syndrome,” wherein odd numbered games are for innovation and even numbers make those ideas work properly. The developers’ stated goals were to enrich the military aspects of the game while streamlining the more cumbersome elements of city management—translation: to make Civ5 more of a wargame and take a lot of the “building” out of “empire building.” That approach is directly opposed to my tastes, but it isn’t wrong, and a respectable amount of building remains in the game. To implement that strategy, Civ5 often ends up falling back on older, pre-Civ4 ideas that people were happy to see go.

For example: Civ5 has no corruption. Many players, especially players who want to build legions instead of courthouses, found corruption a nuisance, so it’s gone. But brutal corruption rates were the tool Civ4 used to finally, finally allow small, well-developed nations to compete with vast, mismanaged ones. (Think Greece versus Persia, or Germany versus Russia, to understand why this is necessary.) How, then, to make sure bigger isn’t always better? Civ5 does it by making conquest hideously expensive in money, happiness, or reputation. Conquered cities can be treated in one of three ways: raze a non-capital to get it out of your hair but become an international pariah (losing alliances with several city-states in order to get control of one), set up a puppet state that will hurt morale and build useless and expensive buildings, or annex it and take an enormous morale hit along with direct control. Yes, building costs are back, despite being unlamented casualties of Civ4, because that’s what Civ5 could think of to replace corruption.

This good-bad-ugly triumvirate operates in many parts of the new design. The good: no corruption. The bad: building costs. The ugly: conquest is counterproductive even for militant nations. It seems every good idea is undercut by a bad adjustment or an unintended consequence or poor implementation, sometimes of the “What were they thinking?!” variety.

The good: the diplomatic AI seems to be much more sophisticated, thinking on a strategic level and rattling sabers when there is something to be gained, rather than hating the human player simply because he is the human player. Real personality may be involved, too. Bismarck, at least, is a cunning and treacherous bastard, and I look forward to vengeance.
The bad: the effects of diplomatic decisions are hidden. Tokugawa might resent your favored status with Hong Kong and Catherine might hold your army in contempt, but how much? Is this an irritation or an instant casus belli? Without such data, it’s hard to distinguish between a clever AI and a crazy one that got lucky.
The ugly: several new diplomatic options, such as the Pact of Secrecy, are not documented, neither in the Civilopedia nor in the manual. You’ll have to guess what the treaty you’ve just signed means. Good luck!

The good: transport ships are gone. Land units with access to the Optics tech simply build their own pontoons and sail. We never really needed transports as distinct units. Not really. We just need a navy to clear the path for units vulnerable in transit. In theory, this allows the AI, which always had trouble with transports, to invade foreign shores more intelligently.
The bad: seas choked with low-tech units no longer good for anything but scouting.
The ugly: the AI handles transport-less travel even more stupidly than it did transports! Land units mill about aimlessly, allowing themselves to be wiped out by any ship that happens by, rather than find a coastline and land.

The good: invulnerable killer stacks are gone. Only one (military and one non-military) unit can occupy a single space, so you can really exhibit some generalship instead of flinging kamikaze siege engines just to soften up a stack of counter-units. And you can cover a lot more territory with a smaller army, so there’s no grinding out and micromanaging a couple dozen units as an invasion force. Four units is enough to take a city and six enough to conquer a small empire.
The bad: military upkeep is very, very expensive, and can easily get out of hand. The difference between enough to deter an aggressor and too much to afford can be as little as two units. Skeleton forces are mandatory until you advertize your invasion by building excess units. Players who like building large armies are doomed.
The ugly: the AI is pretty stupid on land, too, though not as bad as the transport situation. I’ve lost more warriors to barbarians than all other units to all other opponents combined.

The design just generally lacks polish. The presentation is polished just fine: the graphics are fine, the music that adjusts itself to game events is nifty, the interface takes getting used to but works adequately. But the mechanics don’t feel completely finished. I can’t speak from my own experience, but several players are already complaining about the kind of exploits that we haven’t seen since Civ2. For example, one can apparently do quite well by expanding without concern for unhappiness; let the slider drop all the way to -100 and collect all those cities’ culture points; when you’ve got enough, raze them all, buy up lots of social advances at the discounted low-population rate, and claim a cultural victory. Many players report that wooing a couple “maritime” city-states can produce all the food they need to support a vast, farmless empire. And, of course, an incomplete and often misleading manual is inexcusable.

Personally, I miss the in-game editor of Civ4 and Civ2. I used it primarily in Civ4, however, to peek at the map and make sure I wasn’t going to play for two or three hours only to learn that I was doomed from the start by bad geography, so your mileage may vary on that one. I have not yet sampled the scenario designer included in Civ5. I’m not sure I want my efforts to belong, instantly and completely, to Firaxis; thanks to Valve and permanent internet connection, there’s no keeping a work in progress on your computer until it’s tested. Your mileage may vary on that one, too.

All these complaints notwithstanding, the game is not “broken,” and we can reasonably hope that patches designed in reaction to the stress-testing of a zillion players will smooth out the roughest edges, if not fundamental structure. The Civ team listens to its players. Keeping the basic structure intact while adding significant new elements to explore is a difficult task, and Civ5 manages it. The two big elements to explore are the city-states and social engineering.

City-states, mentioned above, control vital resources. You can seize these by force, or you can bribe the minor nations to give you their resources, along with some very substantial benefits of their own. All minor nations accept gold, but that can get expensive; city-states can also be courted by satisfying their requests—to build a particular wonder, to generate the right kind of great leader, or to wage successful war on the right nation, empire or city-state.

Culture points gradually expand a city’s borders (and I prefer the new, space-by-space organic growth) but no longer absorb enemy territory—supplementing cultural growth with selective cash purchases of territory is vital, and a great entertainer’s cultural bomb can be wonderful. Instead, culture points accumulate to activate social policies, grouped into eight small “trees,” some of which are mutually incompatible, and each policy has an effect roughly comparable to that of a wonder. Invest in the Tradition tree for a 33% bonus to wonder construction, or pursue the Freedom tree to speed worker production and add production, happiness, and culture to your cities. Fill out five trees, and you can build the Utopia Project wonder and win the game…although so far, I’ve found building the spaceship to Alpha Centauri faster, and conquering my rivals easier.

The relationships between trade, food, and production have been juggled once again, so there’s plenty to explore there, too. Science and happiness no longer derive from trade; science is a function of population alone, and happiness is an empire-wide pool that grows with access to luxuries (and to a lesser extent from wonders and social engineering) and shrinks with population, taking a nose-dive when you conquer foreign cities. These changes aren’t better or worse than earlier titles; they’re just different, but the fun of learning how to manage them all over again is intact. And, ultimately, isn’t that what Civ is about?

Make or Break

We visited the Maker Faire yesterday, taking advantage of its appearance in New York City. It’s a fair for hackers, in the original sens of the word: people who cobble together gadgets and gizmos and experimental algorithms. Where a state fair would award prizes to the best cherry jam or auction off the fattest hog, Maker Faire awards prizes to the most inventive use of LEDs and sells inexpensive robot kits.

Some of the exhibits are practical, especially in the tent hawking to industry, like a robot that recreates three-dimensional objects by building up layers of epoxy. Some aim at “serious,” professional art, like a USB device that monitors your typing and flashes a warning light when you type a four-letter word, as a way of making you aware of how pervasive foul language may be in your life. But many of the gizmos on display are merely entertaining. I got a big kick out of a machine that allowed you to pedal a bicycle frame to power a wheel onto which were tacked several electric guitars. As the guitars spin, they pass a prong that would strum the strings, playing a hideous sequence of twangs. This kind of silliness is pervasive in the hacker community, and a willingness to do something simply because we can is practically its defining feature.

Not every curiosity aroused my curiosity, and some were downright unpleasant. The jet engine used to power one display blasted the fair grounds every few minutes with a foghorn-like voooooooom and was very unpopular, and the Ford cars didn’t get much attention at all. Many of the handicrafts were ordinary, unremarkable handicrafts. But between these were enough oddities for a long afternoon’s entertainment. A device that could recreate designs on a roughly spherical surface, like a ping-pong ball or eggshell, and could also be adapted to etch wine glasses. A kit that lets you build a solar-powered, light-seeking robot. A lecture on using baker’s clay to demonstrate basic electrical principles—baker’s clay made with salt is conductive (80 ohms/cm) while baker’s clay made with sugar is not (18,000 ohms/cm). We didn’t get a chance to see the life-sized recreation of the old Mousetrap game in action, or the guys who play tunes on Tesla coils, alas, but a good time was nevertheless had by all.

Visionary Science

Consider the following speculation on earth science. (In this context, “superficial” means literally “on the surface,” and not “trivial or frivolous” as we use it today.)

“Such changes in the superficial parts of the globe seemed to me unlikely to happen if the Earth were solid to the centre. I therefore imagined that the internal parts might be a fluid more dense, and of greater specific gravity than any of the solids we are acquainted with; which therefore might swim in or upon that fluid. Thus the surface of the globe would be a shell, capable of being broken and disordered by the violent movements of the fluid on which it rested.”

This quotation is remarkable not for its concise description of plate tectonics, but for its date; it is taken from a letter to Abbe Soulavie in 1782—the author, Benjamin Franklin. He is given no credit for the discovery because it wasn’t a discovery. There is no proof or even test of the idea, nor could there be at the time; it is simply the idle speculation of a remarkably intelligent person informed by such science as was available at the time. Nevertheless, the insight Franklin demonstrates is remarkable, and reminds us of the importance of good guessing in science.

Scientists begin with a hypothesis—literally, an educated guess. The most successful scientists are generally those who guess right, and therefore have the best chance to demonstrate their ideas before rivals who pursue blind pathways. Separating genius from luck in retrospect is difficult, to say the least.

But as important as clever guesses to scientific progress, and to scientific careers, it is important to remember that scientific authority has nothing to do with the guessing. Scientific authority comes from the rigorous testing and retesting and adversarial peer review that follows, and not from the plausibility of the guess, or the reputation of the guesser. That’s why creationism has no standing in the scientific world: it doesn’t stand up to rigorous testing, or even admit to a test at all. It’s not, as religious apologists often whine when they fail to clear that bar, because scientists are prejudiced. Scientists are, in a sense, close-minded: they are professionally required to be skeptical towards every idea that comes across their metaphorical desks…because that special breed of close-mindedness is the only way to separate ideas that might be true from those that definitely aren’t.

Franklin would cheerfully admit his idea had no scientific weight, but merely a certain plausibility, until and unless someone managed to prove it. If it’s good enough for the founding fathers, it should be good enough for would-be scientists who rely on appeals to authority over experimental evidence.

Dependency

Zuckerberg’s donation of $100 millio to New Jersey schools is being hailed as a noble act. And so it is…in some ways.

The budget could certainly use the money; New Jersey is dead broke, and Governor Christie aims his austerity measures directly at schools—or even better, when he can find a way to do it, at the teachers therein. Whether the Newark schools for which the money is slated will improve with better funding is open to question. Although among the worst in the nation, social decay seems more the root of their problems than a lack of money. New Jersey schools spend about twice the national average per student; even allowing for regional differences in cost of living and a small preference for spending state funds on wealthy counties, Newark schools aren’t hurting for cash in the way many of our failing schools are. A large donation could prevent a bad situation from disintegrating completely under budgetary assault, however.

Nevertheless, educators, myself included, are alarmed at the news of a $100 million donation to education. Why?

In short, they fear a dependency on private donation. Governor Christie is not merely thanking Zuckerberg for his generosity; he has embraced private donation as a model for our educational future, which comes with some frightening implications:

First, private donation is uncertain. A gift may be withdrawn at any time. A billionaire offering a few million this year to public schools can’t be relied upon to donate every year thereafter—but we all know that politicians who set the budgets will come to expect such donations if they become regular, and will “balance the budget” on expectations of large, private gifts that may never materialize, much as we’ve “balanced the budget” in the past on expectations of business booms that failed to materialize in the wake of tax cuts. And when donations fail to materialize, schools could (will) be crippled.

Second, he who pays the piper calls the tune. An education budget dependent on private donation will be unable to stand (for very long) against any agenda the donor may bring. Zuckerberg may have no agenda, but if Christie’s vision of the future is realized, it won’t take long for organizations with agenda to inject themselves into the process, anything from Coke asking for a re-installation of vending machines to publishers angling for book contracts to megachurches supporting only schools that teach creationism. Public education is supposed to prepare citizens to operate in a democracy, and is supposed to be politically neutral. It cannot remain so once schools depend on private donation.

Third, private donation is not subject to oversight to ensure the money is well spent. Public funds are open to public examination, and if millions disappear down a rabbit hole, citizen watchdog groups can find out. The same is not true of private donations. The donor may demand an accounting, or he may not—Zuckerberg, with his attitude that the money should go wherever the state wishes to put it, at least admits he’s no expert in education, but also clearly does not intend to make sure the money is accounted for—and even if he did, he may not have the legal apparatus to find out.

Fourth, and most important, the lack of public accountability has an even darker side. Elaborate laws exist to ensure that everyone gets a decent education, and that funds are shared equitably. Often these laws fail, either from lack of enforcement or from poor design in the first place—e.g., setting budgets by municipal taxes, so rich neighborhoods get good schools and poor neighborhoods get broken schools. But fixing these laws lies in the direction of more equal distribution and more careful oversight, not less, and private donors are free to place whatever stipulations they like on their gifts. They’re gifts, and the donor is free to withdraw at any time for any reason, including spending the money where it’s needed rather than where he prefers. On civics, for example, rather than job training. Or on general math courses rather than gifted programs. Or on students who aren’t the right kind. You know who I’m talking about, even though you couldn’t prove it in court, which is exactly the situation donation-dependent schools would be in. Education is a public good, and must remain a public institution; when it becomes a private institution, it becomes a private asset.

Zuckerberg’s generosity is laudable. His methods do much to undermine the value of his gift. The funds may fix an immediate, local problem, but they lay the groundwork for vast corruption to come, and the more successfully the donation fixes the immediate problem, the greater the threat it presents to education as a whole.

When Quercus Attacks

The natives are restless…

No, not the people; the trees. The neighborhood contains a large percentage of oaks, whose acorns have ripened enough to start dropping. Maybe it’s just me, but they seem unusually noisy this year as they thump off of car hoods and crack against the sidewalks. I get pelted pretty hard walking to school, too. It puts me in mind of the angry and sinister trees that populate certain fairy tale woods.

Or maybe it isn’t just me. Crop yields vary from year to year, according to the weather; quite possibly this has been a bumper year for acorns, for size or quantity or both. If so, we got the short end of the exchange. Judging by our early trip to the pick-your-own orchard, it’s been a lousy year for apples, and I’d rather have apples than acorns any day.

Simply for keeping this journal, I get attention, in the form of comments. Occasionally someone will offer an apropros remark; you can offer yours below.

More often, though, I get fake comments—automated spam battering at everyone it can find, hoping to sell me Viagra or magazine subscriptions or Russian wives or gold or penis enlargement or whatever. Even better, spambots’ designers hope to pass unnoticed through my filter and get reprinted to pester anyone who passes by this site. To protect you, gentle reader, from this unkind fate, I block such traffic.

In an effort to defeat my policing efforts in this miniscule corner of the internet, some spam comes with generic statements trying to pass as genuine comments. The least sophisticated simply pour out three or four lines of random characters; perhaps they’ll fool automated defenses. Somewhat more sophisticated fake comments take the form of generic statements. Writing them must make an interesting challenge: making them as generic and broad as possible, so as to reach a maximum number of careless site hosts, but specific enough to fool them.

As I say, I block such traffic. Generally. I want to share this one for a laugh, though—minus the reply-to address, so they won’t get any business out of it:

“Good post and this enter helped me a lot in my college assignement. Thank you on your information.”

Fake message. At least I hope it’s fake. With that degree of mastery of the language, I doubt any essay would help much. Worse for any college student using it for his assignement [sic], this particuar entry would be even less help than most: it was about a Dungeons & Dragons product best left forgotten. It’s little hints like this that help identify a spambot.

You’re Doomed. Now What?

We’ve reached the climax of the campaign, with perhaps two or three sessions left to play.

(Oh. Just a second. I don’t think any of my players read this journal, but if they do…go away. Spoilers. Read again in a month. Seriously.)

The background story against which the PCs have been operating is one of a conspiracy of ancient sorcerers. Like the Templars, society believes them to be wiped out in an apocalypse of their own creation. But in good conspiracy thriller fashion, a few surviving sorcerers went underground and have been manipulating events to recreate the great work which went so horribly wrong centuries before: an opening of the doors to the afterlife, which would mean immortality for everyone, but eternal power for the sorcerer-kings who would return to life after centuries of honing their craft in the afterlife. All the pieces are in place, including an invasion of Ajini soldier-sailors that will act as the blood sacrifice to fuel the spell to crack the gates of hell.

My players have worked all of this out, chasing down clues and peeking at documents and laboring mightily to speak briefly with the god of the dead. The PCs know that catastrophe is upon them, though they’re a little unsure as to whether it will take the form of earthquake or volcanic eruption or war or plague, and unsure which is the will of the gods and which is transgressive sorcery.

What they haven’t worked out is that they’re in Atlantis, or a rough approximation thereof, sufficiently close to act as the source of the Atlantis myth. They’re at war with Athens—“Ajini” = “Athenians” in local transliteration—they’ve got a government of five princes in five city-states aided by five shadow ministers; the ruined capital is surrounded by two circular canals with hot and cold running water; the weather and currents appropriate to something just west of the Straits of Gibraltar; local bronze (“orichalcum”) is superior to the Athenian metalcraft…lots of details matching Plato’s account were it doesn’t contradict itself. The islands are about to sink, and the PCs should really be aiming more at survival and escape than stopping the evil conspiracy, and especially getting the two-year-old daughter of two of the PCs to safety. But they don’t know that.

So I dropped a broad out-of-character hint. For a month or two, I’d thought that Dave had worked out the Atlantis angle, starting with the introduction of the Athenians. He’s generally quite good at fitting the pieces together, working out a general outline and often significant details of what’s going on, a talent marred only by a lack of confidence in his conclusions. I can count on him to point his fellow players towards a desired conclusion, though not always to get them there. When he shouted an exasperated “They’re Greeks, okay guys?” to protracted descriptions and observation of the invaders, I thought he meant it literally, and would soon work out the Atlantis connection. Perhaps he had worked it out long ago and was keeping mum out of a polite refusal to spoil the reveal. Sadly, he did not; he just meant they’re clearly modeled on ancient Greeks. More than he realized! With that broad out-of-game hint, he reports by email that he’s thought things over and thinks the penny has dropped. “You bastard. If I’m right, you bastard.”

It warms a GM’s heart.

So the question on my mind is: Was I wrong to drop the hint out of character? Providing the information in-game would be fine, obviously, though it probably wouldn’t achieve the desired purpose. The PCs, having no Atlantis myth to recognize, wouldn’t react to the information as a warning to sail away as fast as possible. (Nor, really, would I want that.) Indeed, the PCs and players both know they’re about to witness the gods’ wrath, a “great unmaking,” even if they don’t know what form it will take, and haven’t fled. My players are quite scrupulous about separating player knowledge from character knowledge. That is generally laudable, and I wouldn’t have it any other way, but every so often it can be a dreadful nuisance.

Many PCs will die in the sinking of Atlantis, so instead I’m offering a lot of personal goals for them to achieve in its last days (and their own): revenge, divine favor, honor. Ideally, a few will survive to carry the tale to Egypt, where priests will pass it on to Solon in the classical era of Greece. But nobody will achieve anything meaningful if they don’t undergo a rapid change of focus from a growing helplessness in saving the world to seizing something of value before it ends.

Acting on meta-game knowledge isn’t very satisfying. But then, neither is dying helpless and hopeless, and I’m short of time and options. I’ve denied Dave his character’s innocence and the option of acting in ignorance, in order to turn him into my co-conspirator in finding excuses to guide PCs to personal triumphs even as the world collapses. Could I have done this any better? And how?

T-Shirts for Hate

Note to self: do not buy anything from Zazzle. I have no desire to keep producers of this filth in business, no matter how good their other products might be.

(Note to reactionaries who will shout down and even threaten their opponents but take mere criticism as an attack on their own free speech: I don’t aim to cut off anyone’s free speech. The manufacturer is legally empowered to print this filth all they like. Zazzle can help them sell it. I just hope to see both businesses suffer for doing so, and I’m certainly not helping them to avoid that fate. If enough people agree with me, it’ll happen. It’s the miracle of the free market coupled to that rare bird, an informed consumer! If not, well…at least we’ll know who the racists are.)

Tidings of War

Uh oh. Looks like my fears for Civ5 were well placed. You may recall that early attention to the latest installment of the venerable Civilization line focused on the wargaming background of its lead designer. Civ was to receive a new hex grid to replace the square grid. Ranged units were to attack at range, which could mean archers softening up a target literally hundreds of miles away. Stacking was to be abolished, so each unit would have to be managed separately for maximum effect. But that was all early press release material; we were assured that Civ’s other aspects would receive the same attention and improvement.

Well, the reviews are coming in, to replace these early teaser previews, and the promise looks a little shaky. Robert Hawthorne’s hands-on preview in PC Gamer last month painted colorful pictures of his units’ heroic hilltop defense and predicted that military details would win Civ5 the most new fans, but said nothing at all about cities, buildings, or diplomacy, except perhaps in observing “Civ V‘s world is richer for its condensation of features and a more intuitive interface will soften the game’s depth for previously intimidated players.” Meaning less game off the field of battle. Worrying.

Dan Stapleton’s fuller review this month expands on that preview, delighting in the micromanagement of military units (“Combat is so engrossing that my first few games were all about conquest,” despite aiming for space victories.”) while delighting equally in the shrinking of other aspects of the game (“Other areas have been mercifully simplified…if you want, you never have to do anything besides pick what you want your cities to build.”) Missionaries: gone. Tech tree: pruned. Morale: a national average, rather than city-specific. In place of these strategic concerns, you’ll spend your time worrying over each army’s positioning and facing, which Stapleton admits can get pretty tedious. Otherwise, in his eyes, the focus on war is all to the good, despite the new complexity of combat overwhelming an AI which was never very bright in the first place.

But what about the rest of us, those of us who play Civ to build empires, rather than simply seizing one? I don’t deny the interest value of a richer military game, though it may be lost on me personally. I would, however, resent an impoverishment of the economic game, presuming the reviews prove accurate. Civ made history by offering an experience that was at least as much about building as conquest. It remains popular largely as a refuge for builders amid a sea of strategy titles that treat resources merely as a means to the ultimate end of destroying everyone else. In that respect, Civ5—again, if the reviews are correct—represents a step backward for the series, in philosophy if not in execution. (Which execution sounds excellent in the reviews, incidentally.) I’ll surely buy Civ5, and play it, and enjoy it. But the reviews imply I’ll give it up and return sooner or later to Civ4, just as I abandoned the Warlords and Colonization expansions, just to avoid those grinding battles.

Return to SMAC. Or not.

The current issue of PC Gamer reports three new mods available for Civ4: a swords-and-sorcery theme, a Dune theme, and, for those who cannot let go, a SMAC theme. Nifty. I’ll give them all at least a brief fling, and I might well spend lots of time on the Alpha Centauri version, if it’s done really well. Squeeze a few more drops of juice out of the game before Civ5 hits the shelves.

More than excitement at trying out new mods, however, I find myself missing Civ2, which openly invited modification. One of the Civ3 expansions aimed to improve on this, with a built-in editor that allowed you to mix and match building/wonder attributes, though the editor sadly did not come with the original game. Civ2, however, was still readily accessible: all the building, terrain, technology, and unit statistics were stored in ordinary .txt files, and the graphic were stored as .gifs. You didn’t have to be a coder to put out a mod of your own. I did: a tongue-in-cheek caveman scenario, including the “no poop in cave” civic advance and the “small rock” missile unit. A full-bore facelift like this, the “blob” scenario, or the commendable “bio” scenario (casting Civ as a race to evolve a spacefaring species from prokaryotes) were a lot of work, but small tweaks were readily available to even the laziest enthusiast.

Think settlers upgrade the terrain too quickly? Just pop into the .txt file and change the turns it takes to build a road or clear a forest. Think rifles are underpowered? Just pop into the .txt file and change the offense value from 5 to 6. Instant face-lift on whatever element you wish were slightly different.

Enthusiasts still put out mods today. (Obviously, since that’s how I got started on this commentary.) But you have to be a proper coder, with proper utilities to dig down into he code and reinterpret it all. I’m told Firaxis packages Civ data the way it does today, instead of in readily accessible files, because doing so allows Firaxis to generate wilder innovations, like the “Final Conflict” and “Old Gods” that came with the package. Maybe so. Maybe it’s not just about nailing down some kind of proprietary control. Even so, I think we’re the poorer for it. The mods offered today by Civ enthusiasts with the proper tools and training are no better than those of the 16-bit era, and the very possibility of modding is now off the table for the non-coding Civ enthusiasts.

Postscript: After all that, none of the mods worked on my system. I’m not sure why; perhaps it has to do with where the data is stored, in folders other than the default. Regardless, I haven’t been able to make them go. That problem never came up with the simpler .txt and .gif files, either.