Resourciv: Letting The Days Go By!

Smaller post!

I've made a deranged change to the structure of Resourciv. Every team now acts at random intervals; initially, this can be once every 1 to 20 years, but the maximum possible frequency will decrease as individual teams discover communication technologies (not important yet). This means the game gets "faster" as time goes on, but not arbitrarily.

I don't like the tendency of later Civ games to railroad history. I'm thinking especially of the three-era system announced for Civ VII, and even the global era system in Civ VI, where historical eras are global rather than entered by individual civilizations. I don't like eras in general, since they reflect a specifically European teleology of history. However, it's better when (at least) these eras are civilizationally specific rather than imposed globally. It's even worse when specific cultures are put into specific era-buckets in Civ VII. Combine that with the world literally expanding between eras, an attempt to force the dynamic of discovering sailing in earlier games (or, the age of sail in history). It's boring, if not inappropriate—what's going to happen to those poor indigenous civilizations?

While thinking about this, I thought about a mechanic in most Civ games that each turn represents a shorter amount of time (from 40 years to ½ years in Civ VI). This is a pacing tool, entirely aesthetic, that reflects the perception that more history happens more often later than earlier. That's a mouthful lol. Anyway, although this makes sense, but is taken for granted and handled entirely arbitrarily. Why not make the passage of time a genuine factor of the game, that constantly shifts play dynamics and generates interesting situations?

It feels very weird while playing, in a good way! Keeps you on your toes, and I like that the year display isn't always evenly divisible by 10. The next related thing I want to do is random turn order for teams acting in the same year, but that might be more difficult structurally (somehow).

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