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Category Archives: Interactive Fiction

The Game of Everything, Part 6: Civilization and Religion

Science without religion is lame, religion without science is blind.

— Albert Einstein

If you ever feel like listening to two people talking past one another, put a strident atheist and a committed theist in a room together and ask them to discuss The God Question. The strident atheist — who, as a colleague of the psychologist and philosopher of religion William James once put it, “believes in No-God and worships Him” — will trot out a long series of supremely obvious, supremely tedious Objective Truths. He’ll talk about evolution, about the “God of the gaps” theory of religion as a mere placeholder for all the things we don’t yet understand, about background radiation from the Big Bang, about the age-old dilemma of how a righteous God could allow all of the evil and suffering which plague our world. He’ll talk and talk and talk, all the while presuming that the theist couldn’t possibly be intelligent enough to have considered any of these things for herself, and that once she’s been exposed to them at last her God delusion will vanish in a puff of incontrovertible logic. The theist, for her part, is much less equipped to argue in this fashion, but she does her best, trying to explain using the crude tool of words her ineffable experiences that transcend language. But her atheist friend, alas, has no time, patience, or possibly capability for transcendence.

My own intention today certainly isn’t to convince you of the existence or non-existence of God. Being a happy agnostic —  one of what the Catholic historian Hugh Ross Williamson called “the wishy-washy boneless mediocrities who flap around in the middle” — I make a poor advocate for either side of the debate.  But I will say that, while I feel a little sorry for those people who have made themselves slaves to religious dogma and thereby all but lost the capacity to reason in many areas of their lives, I also feel for those who have lost or purged the capacity to get beyond logic and quantities and experience the transcendent.

“One must have musical ears to know the value of a symphony,” writes William James. “One must have been in love one’s self to understand a lover’s state of mind. Lacking the heart or ear, we cannot interpret the musician or the lover justly, and are even likely to consider him weak-minded or absurd.” Richard Dawkins, one of the more tedious of our present-day believers in No-God, spends the better part of a chapter in his book The God Delusion twisting himself into knots over the Einstein quote that opens this article, trying to logically square the belief of the most important scientist of the twentieth century in the universe’s ineffability with the same figure’s claim not to believe in a “personal God.” Like a cat chasing a laser pointer, Dawkins keeps running around trying to pin down that which refuses to be captured. He might be happier if he could learn just to let the mystery be.

In a sense, a game which hopes to capture the more transcendent aspects of life runs into the same barriers as the unadulteratedly rational person hoping to understand them. Many commenters, myself included, have criticized games over the years for a certain thematic niggardliness, a refusal to look beyond the physics of tanks and trains and trebuchets and engage with the concerns of higher art. We’ve tended to lay this failure at the feet of a design culture that too often celebrates immaturity, but that may not be entirely fair. Computers are at bottom calculating machines, meaning they’re well-suited to simulating easily quantifiable physical realities. But how do you quantify love, beauty, or religious experience? It can be dangerous even to try. At worst — and possibly at best as well — you can wind up demeaning the very ineffabilities you wished to celebrate.

Civilization as well falls victim to this possibly irreconcilable dilemma. In creating their game of everything, their earnest attempt to capture the entirety of the long drama of human civilization, Sid Meier and Bruce Shelley could hardly afford to leave out religion, one of said drama’s prime driving forces. Indeed, they endeavored to give it more than a token part, including the pivotal advances of Ceremonial Burial, Mysticism, and Religion — the last really a stand-in for Christianity, giving you the opportunity to build “cathedrals” — along with such religious Wonders of the World as the Oracle of Delphi, the Sistine Chapel, and the church music of Johann Sebastian Bach. Yet it seems that they didn’t know quite what to do with these things in mechanical, quantifiable, computable terms.

The Civilopedia thus tells us that religion was important in history only because “it brought peace of mind and the ability to get on with the work of life.” In that spirit, all of the advances and Wonders dealing with religion serve in one way or another to decrease the unhappiness level of your cities — a level which, if it gets too high, can throw a city and possibly even your entire civilization into revolt. “The role of religion in Sid Meier’s Civilization,” note Johnny L. Wilson and Alan Emrich in Civilization: or Rome on 640K a Day, “is basically the cynical role of pacifying the masses rather than serving as an agent for progress.” This didn’t sit terribly well with Wilson in particular, who happened to be an ordained Baptist minister. Nor could it have done so with Sid Meier, himself a lifelong believer. But, really, what else were they to do with religion in the context of a numbers-oriented strategy game?

I don’t have an answer to that question, but I do feel compelled make the argument the game fails to make, to offer a defense of religion — and particularly, what with Civilization being a Western game with a Western historical orientation, Christianity — as a true agent of progress rather than a mere panacea. In these times of ours, when science and religion seem to be at war and the latter is all too frequently read as the greatest impediment to our continued progress, such a defense is perhaps more needed than ever.

Richard Dawkins smugly pats himself on the back for his fair-mindedness when, asked if he really considers religion to be the root of all evil in the world, he replies that no, “religion is not the root of all evil, for no one thing is the root of everything.” And yet, he tells us:

Imagine, with John Lennon, a world with no religion. Imagine no suicide bombers, no 9/11, no 7/7, no Crusades, no witch hunts, no Gunpowder Plot, no Indian partition, no Israeli/Palestinian Wars, no Serb/Croat/Muslim massacres, no persecution of Jews as “Christ-killers,” no Northern Ireland “troubles,” no “honour killings,” no shiny-suited bouffant-haired televangelists fleecing gullible people of their money (“God wants you to give till it hurts”). Imagine no Taliban to blow up ancient statues, no public beheadings of blasphemers, no flogging of female skin for the crime of showing an inch of it.

Fair points all; the record of religious — and not least Christian — atrocities is well-established. In the interest of complete fairness, however, let’s also acknowledge that but for religion those ancient statues whose destruction at the hands of the Taliban Dawkins so rightfully decries, not to mention his Jews being persecuted by Christians, would never have existed in the first place. Scholar of early Christianity Bart D. Ehrman — who, in case it matters, is himself today a reluctant non-believer — describes a small subset of the other things the world would lack if Christianity alone had never come to be:

The ancient triumph of Christianity proved to be the single greatest cultural transformation our world has ever seen. Without it the entire history of Late Antiquity would not have happened as it did. We would never have had the Middle Ages, the Reformation, the Renaissance, or modernity as we know it. There could never have been a Matthew Arnold. Or any of the Victorian poets. Or any of the other authors of our canon: no Milton, no Shakespeare, no Chaucer. We would have had none of our revered artists: no Michelangelo, Leonardo da Vinci, or Rembrandt. And none of our brilliant composers: no Mozart, Handel, or Bach.

One could say that such an elaborate counterfactual sounds more impressive than it really is; the proverbial butterfly flapping its wings somewhere in antiquity could presumably also have deprived us of all those things. Yet I think Ehrman’s deeper point is that all of the things and people he mentions, along with the modern world order and even the narrative of progress that has done so much to shape it, are at heart deeply Christian, whether they express any beliefs about God or not. I realize that’s an audacious statement to make, so let me try to unpack it as carefully as possible.

In earlier articles, I’ve danced around the idea of the narrative of progress as a prescriptive ethical framework — a statement of the way things ought to be — rather than a descriptive explication of the way they actually are. Let me try to make that idea clearer now by turning to one of the most important documents to emerge from the Enlightenment, the era that spawned the narrative of progress: the American Declaration of Independence.

We don’t need to read any further than the beginning of the second paragraph to find what we’re looking for: “We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty, and the pursuit of Happiness.” No other sentence I’ve ever read foregrounds the metaphysical aspect of progress quite like this one, the most famous sentence in the Declaration, possibly the most famous in all of American history. It’s a sentence that still gives me goosebumps every time I read it, thanks not least to that first clause: “We hold these truths to be self-evident.” This might just be the most sweeping logical hand-wave I’ve ever seen. Nowhere in 1776 were any of these “truths” about human equality “self-evident.” The very notion that a functioning society could ever be founded on the principle of equality among people was no more than a century old. Over the course of that century, philosophers such as Immanuel Kant and John Locke had expended thousands of pages in justifying what Thomas Jefferson was now dismissing as a given not worthy of discussion. With all due caveats to the scourge of slavery and the oppression of women and all the other imperfections of the young United States to come, the example that a society could indeed be built around equal toleration and respect for everyone was one of the most inspiring the world has ever known — and one that had very little to do with strict rationality.

Even today, there is absolutely no scientific basis to a claim that all people are equal. Science clearly tells us just the opposite: that some people are smarter, stronger, and healthier than other people. Still, the modern progressive ideal, allegedly so rational, continues to take as one of its most important principles Jefferson’s leap of faith. Nor does Jefferson’s extra-rational idealism stand alone. Consider that one version of the narrative of progress, the one bound up with Georg Wilhelm Friedrich Hegel’s eschatology of an end to which all of history is leading, tells us that that end will be achieved when all people are allowed to work in their individual thymos-fulfilling roles, as they ought to be. But “ought to,” of course, has little relevance in logic or science.

If the progressive impulse cannot be ascribed to pure rationality, we have to ask ourselves where Jefferson’s noble hand-wave came from. In a move that will surprise none of you who’ve read this far, I’d like to propose that the seeds of progressivism lie in the earliest days of the upstart religion of Christianity.

“The past is a foreign country,” wrote L.P. Hartley in The Go-Betweens. “They do things differently there.” And no more recent past is quite so foreign to us as the time before Jesus Christ was (actually or mythically) born. Bart D. Ehrman characterizes pre-Christian Mediterranean civilization as a culture of “dominance”:

In a culture of dominance, those with power are expected to assert their will over those who are weaker. Rulers are to dominate their subjects, patrons their clients, masters their slaves, men their women. This ideology was not merely a cynical grab for power or a conscious mode of oppression. It was the commonsense, millennia-old view that virtually everyone accepted and shared, including the weak and marginalized.

This ideology affected both social relations and government policy. It made slavery a virtually unquestioned institution promoting the good of society; it made the male head of the household a sovereign despot over all those under him; it made wars of conquest, and the slaughter they entailed, natural and sensible for the well-being of the valued part of the human race (that is, those invested with power).

With such an ideology one would not expect to find governmental welfare programs to assist weaker members of society: the poor, homeless, hungry, or oppressed. One would not expect to find hospitals to assist the sick, injured, or dying. One would not expect to find private institutions of charity designed to help those in need.

There’s a telling scene late in The Iliad which says volumes about the ancient system of ethics, and how different it was from our own. Achilles is about to inflict the killing blow on a young Trojan warrior, who begs desperately for his life. Achilles’s reply follows:

“Come, friend, you too must die. Why moan about it so?
Even Patroclus died, a far, far better man than you.
And look, you see how handsome and powerful I am?
The son of a great man, the mother who gave me life
a deathless goddess. But even for me, I tell you,
death and the strong force of fate are waiting.
There will come a dawn or sunset or high noon
when a man will take my life in battle too —
flinging a spear perhaps
or whipping a deadly arrow off his bow.”

Life and death in Homer are matters of fate, not of morality. Mercy is neither given nor expected by his heroes.

Of course, the ancients had gods — plenty of them, in fact. A belief in a spiritual realm of the supernatural is far, far older than human civilization, dating back to the primitive animism of the earliest hunter-gatherers. By the time Homer first chanted the passage above, the pantheon of Greek gods familiar to every schoolchild today had been around for many centuries. Yet these gods, unsurprisingly, reflected the culture of dominance, so unspeakably brutal to our sensibilities, that we see in The Iliad, a poem explicitly chanted in homage to them.

The way these gods were worshiped was different enough from what we think of as religion today to raise the question of whether the word even applies to ancient sensibilities. Many ancient cultures seem to have had no concept or expectation of an afterlife (thus rather putting the lie to one argument frequently trotted out by atheists, that the entirety of the God Impulse can be explained by the very natural human dread of death). The ancient Romans carved the phrase “non fui; fui; non sum; non curo” on gravestones, which translates to “I was not; I was; I am not; I care not.” It’s a long way from “at rest with God.”

Another, even more important difference was the non-exclusivity of the ancient gods. Ancient “religion” was not so much a creed or even a collection of creeds as it was a buffet of gods from which one could mix and match as one would. When one civilization encountered another, it was common for each to assimilate the gods of the other, creating a sort of divine mash-up. Sumerian gods blended with the Babylonian, who blended with the Greek, who were given Latin names and assimilated by the Romans… there was truly a god for every taste and for every need. If you were unlucky in love, you might want to curry favor with Aphrodite; if the crops needed rain, perhaps you should sacrifice to Demeter; etc., etc. The notion of converting to a religion, much less that of being “born again” or the like, would have been greeted by the ancients with complete befuddlement.1

And then into this milieu came Jesus Christ, only to be promptly, as Douglas Adams once put it, “nailed to a tree for saying how great it would be to be nice to people for a change.” It’s very difficult to adequately convey just how revolutionary Christianity, a religion based on love and compassion rather than dominance, really was. I defer one more time to Bart D. Ehrman:

Leaders of the Christian church preached and urged an ethic of love and service. One person was not more important than another. All were on the same footing before God: the master was no more significant than the slave, the husband than the wife, the powerful than the weak, or the robust than the diseased.

The very idea that society should serve the poor, the sick, and the marginalized became a distinctively Christian concern. Without the conquest of Christianity, we may well never have had institutionalized welfare for the poor or organized healthcare for the sick.  Billions of people may never have embraced the idea that society should serve the marginalized or be concerned with the well-being of the needy, values that most of us in the West have simply assumed are “human” values.

Christianity carried within it as well a notion of freedom of choice that would be critical to the development of liberal democracy. Unlike the other belief systems of the ancient world, which painted people as hapless playthings of their gods, Christianity demanded that you choose whether to follow Christ’s teachings and thus be saved; you held the fate of your own soul in your own hands. If ordinary people have agency over their souls, why not agency over their governments?

But that was the distant future. For the people of the ancient world, Christianity’s tenet that they — regardless of who they were — were worthy of receiving the same love and compassion they were urged to bestow upon others had an immense, obvious appeal. Hegel, a philosopher of ambiguous personal spiritual beliefs who saw religions as intellectual memes arising out of the practical needs of the people who created them, would later describe Christianity as the perfect slave religion, providing the slaves who made up the bulk of its adherents during the early years with the tool of their own eventual liberation.

And so, over the course of almost 300 years, Christianity gradually bubbled up from the most wretched and scorned members of society to finally reach the Roman Emperor Constantine, the most powerful man in the world, in his luxurious palace. The raw numbers accompanying its growth are themselves amazing. At the time of Jesus Christ’s death, the entirety of the Christian religion consisted of his 20 or so immediate disciples. By the time Constantine converted in AD 312, there were about 3 million Christians in the world, despite persecution by the same monarch’s predecessors. In the wake of Constantine’s official sanction, Christianity grew to as many as 35 million disciples by AD 400. And today roughly one-third of the world’s population — almost 2.5 billion people — call themselves Christians of one kind or another. For meme theorists, Christianity provides perhaps the ultimate example of an idea that was so immensely appealing on its own merits that it became literally unstoppable. And for political historians, its takeover of the Roman Empire provides perhaps the first example in history of a class revolution, a demonstration of the power of the masses to shake the palaces of the elites.

Which is not to say that everything about the Christian epoch would prove better than what had come before it. “There is no need of force and injury because religion cannot be forced,” wrote the Christian scholar Lactantius hopefully around AD 300. “It is a matter that must be managed by words rather than blows, so that it may be voluntary.” Plenty would conspicuously fail to take his words to heart, beginning just 35 years later with the appropriately named Firmicus, an advisor with the newly Christianized government of Rome, who told his liege that “your severity should be visited in every way on the crime of idolatry.” The annals of the history that followed are bursting at the seams with petty tyrants, from Medieval warlords using the cross on their shields to justify their blood lust to modern-day politicians of the Moral Majority railing against “those sorts of people,” who have adopted the iconography of Christianity whilst missing the real point entirely. This aspect of Christianity’s history cannot and should not be ignored.

That said, I don’t want to belabor too much more today Christianity’s long history as a force for both good and ill. I’ll just note that the Protestant Reformation of the sixteenth and seventeenth centuries, which led to the bloodiest war in human history prior to World War I, also brought with it a new, works-focused — as opposed to faith-focused — vitality to the religion, doing much to spark that extraordinary acceleration in the narrative of progress which began in the eighteenth century. I remember discussing the narrative of progress with a conservative Catholic acquaintance of mine who’s skeptical of the whole notion’s spiritual utility. “That’s a very Protestant idea,” he said about it, a little dismissively. “Yeah,” I had to agree after some thought. “I guess you’re right.” Protestantism is still linked in the popular imagination with practical progress; the phrase “Protestant work ethic” still crops up again and again, and studies continue to show that large-scale conversions to Protestantism are usually accompanied — for whatever reason — by increases in a society’s productivity and a decline in criminality.

One could even argue that it was really the combination of the ethos of love, compassion, equality, and personal agency that had been lurking within Christianity from the beginning with this new Protestant spirit of practical, worldly achievement in the old ethos’s service that led to the Declaration of Independence and the United States of America, that “shining city on a hill” inspiring the rest of the world. (The parallels between this worldly symbol of hope and the Christian Heaven are, I trust, so obvious as to not be worth going into here.) It took the world almost 2000 years to make the retrospectively obvious leap from the idea that all people are equal before God to the notion that all people are equal, period. Indeed, in many ways we still haven’t quite gotten there, even in our most “civilized” countries. Nevertheless, it’s hard to imagine the second leap being made absent the first; the seeds of the Declaration of Independence were planted in the New Testament of the Christian Bible.

Of course, counterfactuals will always have their appeal. If, as many a secular humanist has argued over the years, equality and mutual respect really are just a rationally better way to order a society, it’s certainly possible we would have gotten as far as we have today by some other route — possibly even have gotten farther, if we had been spared some of the less useful baggage which comes attached to Christianity. In the end, however, we have only one version of history which we can truly judge: the one that actually took place. So, credit where it’s due.

Said credit hasn’t always been forthcoming. In light of the less inspiring aspects of Christianity’s history, there’s a marked tendency in some circles to condemn its faults without acknowledging its historical virtues, often accompanied by a romanticizing of the pre-Christian era. By the time Constantine converted to Christianity in AD 312, thus transforming it at a stroke from an upstart populist movement to the status it still holds today as the dominant religion of the Western world, the Roman Empire was getting long in the tooth indeed, and the thousand years of regress and stagnation that would come to be called the Dark Ages were looming. Given the timing, it’s all too easily for historians of certain schools to blame Christianity for what followed. Meanwhile many a libertine professor of art or literature has talked of the ancients’ comfort with matters of the body and sexuality, contrasting it favorably with the longstanding Christian discomfort with same.

But our foremost eulogizer of the ancient ways remains that foremost critic of the narrative of progress in general, Friedrich Nietzsche. His homage to the superiority of might makes right over Christian compassion carries with it an unpleasant whiff of the Nazi ideology that would burst into prominence thirty years after his death:

The sick are the greatest danger for the well. The weaker, not the stronger, are the strong’s undoing. It is not fear of our fellow man which we should wish to see diminished; for fear rouses those who are strong to become terrible in turn themselves, and preserves the hard-earned and successful type of humanity. What is to be dreaded by us more than any other doom is not fear but rather the great disgust, not fear but rather the great pity — disgust and pity for our human fellows.

The morbid are our greatest peril — not the “bad” men, not the predatory beings. Those born wrong, the miscarried, the broken — they it is, the weakest who are undermining the vitality of the race, poisoning our trust in life, and putting humanity in question. Every look of them is a sigh — “Would I were something other! I am sick and tired of what I am.” In this swamp soil of self-contempt, every poisonous weed flourishes, and all so small, so secret, so dishonest, and so sweetly rotten. Here swarm the worms of sensitiveness and resentment, here the air smells odious with secrecy, with what is not to be acknowledged; here is woven endlessly the net of the meanest conspiracies, the conspiracy of those who suffer against those who succeed and are victorious; here the very aspect of the victorious is hated — as if health, success, strength, pride, and the sense of power were in themselves things vicious, for which one ought eventually to make bitter expiation. Oh, how these people would themselves like to inflict expiation, how they thirst to be the hangmen! And all the while their duplicity never confesses their hatred to be hatred.

To be sure, there were good things about the ancient ways. When spiritual beliefs are a buffet, there’s little point in fighting holy wars; while the ancients fought frequently and violently over many things large and small, they generally didn’t go to war over their gods. Even governmental suppression of religious faith, which forms such an important part of the early legends of Christianity, was apparently suffered by few other other groups of believers.2 Still, it’s hard to believe that very many of our post-Christ romanticizers of the ancient ways would really choose to go back there if push came to shove — least of all among them Nietzsche, a sickly, physically weak man who suffered several major mental breakdowns over the course of his life. He wouldn’t have lasted a day among his beloved Bronze Age Greeks; ironically, it was only the fruits of the progress he so decried that allowed him to fulfill his own form of thymos.

At any rate, I hope I’ve made a reasonable case for Christianity as a set of ideas that have done the world much good, perhaps even enough to outweigh the atrocities committed in the religion’s name. At this juncture, I do want to emphasize again that one’s opinion of Christian values need not have any connection with one’s belief in the veracity of the Christian God. For my part, I try my deeply imperfect best to live by those core values of love, compassion, and equality, but I have absolutely no sense of an anthropomorphic God looking down from somewhere above, much less a desire to pray to Him.

It even strikes me as reasonable to argue that the God part of Christianity has outlived His essentialness; one might say that the political philosophy of secular humanism is little more than Christianity where faith in God is replaced with faith in human rationality. Certainly the world today is more secular than it’s ever been, even as it’s also more peaceful and prosperous than it’s ever been. A substantial portion of those 2.5 billion nominal Christians give lip service but little else to the religion; I think about the people all across Europe who still let a small part of their taxes go to their country’s official church out of some vague sense of patriotic obligation, despite never actually darkening any physical church’s doors.

Our modern world’s peace and prosperity would seem to be a powerful argument for secularism. Yet a question is still frequently raised: does a society lose something important when it loses the God part of Christianity — or for that matter the God part of any other religion — even if it retains most of the core values? Some, such as our atheist friend Richard Dawkins, treat the very notion of religiosity as social capital with contempt, another version of the same old bread-and-circuses coddling of the masses, keeping them peaceful and malleable by telling them that another, better life lies in wait after they die, thus causing them to forgo opportunities for bettering their lots in this life. But, as happens with disconcerting regularity, Dawkins’s argument here is an oversimplification. As we’ve seen already, a belief in an afterlife isn’t a necessary component of spiritual belief (although, as the example of Christianity proves, it certainly can’t hurt a religion’s popularity). It’s more interesting to address the question not through the micro lens of what is good for an individual or even a collection of individuals in society, but rather through the macro lens of what is good for society as an entity unto itself.

And it turns out that there are plenty of people, many of them not believers themselves, who express concern over what else a country loses as it loses its religion. The most immediately obvious of the problematic outcomes is a declining birth rate. The well-known pension crisis in Europe, caused by the failure of populations there to replace themselves, correlates with the fact that Europe is by far the most secular place in the world. More abstractly but perhaps even more importantly, the decline in organized religion in Europe and in North America has contributed strongly to a loss of communal commons. There was a time not that long ago when the local church was the center of a community’s social life, not just a place of worship but one of marriages, funerals, pot lucks, swap meets, dances, celebrations, and fairs, a place where people from all walks of life came together to flirt, to socialize, to hash out policy, to deal with crises, and to help those less fortunate. Our communities have grown more diffuse with the decline of religion, on both a local and a national scale.

Concern about the loss of religion as a binding social force, balanced against a competing and equally valid concern for the plight of those who choose not to participate in the majority religion, has provoked much commentary in recent decades. We live more and more isolated lives, goes the argument, cut off from our peers, existing in a bubble of multimedia fantasy and empty consumerism, working only to satisfy ourselves. Already in 1995, before the full effect of the World Wide Web and other new communications technologies had been felt, the political scientist Robert D. Putnam created a stir in the United States with his article “Bowling Alone: America’s Declining Social Capital,” which postulated that civic participation of the sort that had often been facilitated by churches was on a worrisome decline. For many critics of progress, the alleged isolating effect of technology has only made the decline more worrisome in more recent years. In Denmark, the country where I live now — and a country which is among the most secular even in secular Europe — newly arrived immigrants have sometimes commented to me about the isolating effect of even the comprehensive government-administered secular safety net: how elderly people who would once have been taken care of by their families get shunted off to publicly-funded nursing homes instead, how children can cut ties with their families as soon as they reach university age thanks to a generous program of student stipends.

The state of Christianity in many countries today, as more of a default or vestigial religion than a vital driving faith, is often contrasted unfavorably with that of Islam, its monotheistic younger brother which still trails it somewhat in absolute numbers of believers but seems to attract far more passion and devotion from those it has. Mixed with reluctant admiration of Islam’s vitality is fear of the intolerance it supposedly breeds and the acts of terrorism carried out in its name. I’ve had nothing to say about Islam thus far — in my defense, neither does the game of Civilization — and the end of this long article isn’t the best place to start analyzing it. I will note, however, that the history of Islam, like that of Christianity, has encompassed both inspirational achievements and horrible atrocities. Rather than it being Islam itself that is incompatible with liberal democracy, there seems to be something about conditions in the notorious cauldron of conflict that is the Middle East — perhaps the distortions produced by immense wealth sitting there just underground in the form of oil and the persistent Western meddling that oil has attracted — which has repeatedly stunted those countries’ political and economic development. Majority Muslim nations in other parts of the world, such as Indonesia and Senegal, do manage to exist as reasonably free and stable democracies. Ultimately, the wave of radical Islamic terrorism that has provoked such worldwide panic since September 11, 2001, may have at least as much to do with disenfranchisement and hopelessness as it does with religion. If and when the lives of the young Muslim men who are currently most likely to become terrorists improve, their zeal to be religious martyrs will likely fade — as quite likely will, for better or for worse, the zeal of many of them for their religion in general. After all, we’ve already seen this movie play out with Christianity in the starring role.

As for Christianity, the jury is still out on the effects of its decline in a world which has to a large extent embraced its values but may not feel as much of a need for its God and for its trappings of worship. One highly optimistic techno-progressivist view — one to which I’m admittedly very sympathetic — holds that the ties that bind us together haven’t really been weakened so very much at all, that the tyranny of geography over our circles of empathy is merely being replaced, thanks to new technologies of communication and travel, by true communities of interest, where physical location need be of only limited relevance. Even the demographic crisis provoked by declining birth rates might be solved by future technologies which produce more wealth for everyone with less manpower. And the fact remains that, taken in the abstract, fewer people on this fragile planet of ours is really a very good thing. We shall see.

I realize I’ve had little to say directly about the game of Civilization in this article, but I’m not quite willing to apologize for that. As I stated at the outset, the game’s handling of religion isn’t terribly deep; there just isn’t a lot of “there” there when it comes to religion and Civilization. Yet religion has been so profoundly important to the development of real-world civilization that this series of articles would have felt incomplete if I didn’t try to remedy the game’s lack by addressing the topic in some depth. And in another way, of course, the game of Civilization would never have existed without the religion of Christianity in particular, simply because so much of the animating force of the narrative of progress, which in turn is the animating force of Civilization, is rooted in Christian values. In that sense, then, this article has been all about the game of Civilization — as it has been all about the values underpinning so much of the global order we live in today.

(Sources: the books Civilization, or Rome on 640K A Day by Johnny L. Wilson and Alan Emrich, The Story of Civilization Volume I: Our Oriental Heritage by Will Durant, The Better Angels of Our Nature: Why Violence Has Declined by Steven Pinker, The End of History and the Last Man by Francis Fukuyama, The Iliad by Homer, Lectures on the Philosophy of History by Georg Wilhelm Friedrich Hegel, The Varieties of Religious Experience by William James, The Genealogy of Morals by Friedrich Nietzsche, The Communist Manifesto by Karl Marx and Friedrich Engels, The Human Use of Human Beings by Norbert Wiener, The Hitchhiker’s Guide to the Galaxy by Douglas Adams, The Triumph of Christianity: How a Forbidden Religion Swept the World by Bart D. Ehrman, The Past is a Foreign Country by David Lowenthal, Bowling Alone: America’s Declining Social Capital by Robert D. Putnam, A Christmas Carol by Charles Dickens, and The God Delusion by Richard Dawkins.)


  1. There were just three exceptions to the rule of non-exclusivity, all of them also rare pre-Christian examples of monotheism. The Egyptian pharaoh Akhenaten decreed around 1350 BC that his kingdom’s traditional pantheon of gods be replaced with the single sun god Aten. But his new religion was accepted only resentfully, with the old gods continuing to be worshiped in secret, and was gradually done away with after his death. Then there was Zoroastrianism, a religion with some eyebrow-raising similarities to the later religion of Christianity which sprung up in Iran in the sixth century BC. It still has active adherents today. And then of course there were the Jews, whose single God would brook no rivals in His people’s hearts and minds. But the heyday of an independent kingdom of Judah was brief indeed, and in the centuries that followed the Jews were regarded as a minor band of oddball outcasts, a football to be kicked back and forth by their more powerful neighbors. 

  2. The most well-documented incidence of same occurred in 186 BC, and targeted worshipers of Bacchus, the famously rowdy god of wine. These drunkards got in such a habit of going on raping-and-pillaging sprees through the countryside that the Roman Senate, down to its last nerve with the bro-dudes of the classical world, rounded up 7000 of them for execution and pulled down their temples all over Roman territory. 

 
 

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The Game of Everything, Part 5: Civilization and War

War appears to be as old as mankind, but peace is a modern invention.

— Henry Maine

As soon as they decided to bring rival civilizations into their game of Civilization to compete with the one being guided by the player, Sid Meier and Bruce Shelley knew they would also have to bring in ways of fighting wars. This understanding may be a depressing one on some level, but it squares with the realities of history. As far back as we can observe, humans have been killing one another. Even the possibility of long-term, lasting peace in the world is, as the Henry Maine quote above says, a very recent idea.

Tellingly, The Iliad, the oldest complete work in the Western literary canon, is a story of war. Likely written down for the first time in the eighth century BC, it hearkens back to the Trojan War of yet several centuries earlier, a conflict shrouded in myth and legend even at the time the supposed blind poet Homer first began to chant his tale. The epic does devote space to the ultimate pointlessness of being pawns in the sport of the gods that was the Bronze Age Greeks’ conception of war, as well as the suffering engendered by it. Yet that doesn’t prevent it from glorying in all the killing, thus illustrating that ultra-violent popular entertainments are anything but a modern phenomenon. The goriest videogame has nothing on Homer:

He hurled and Athena drove the shaft
and it split the archer’s nose between the eyes —
it cracked his glistening teeth, the tough bronze
cut off his tongue at the roots, smashed his jaw
and the point came ripping out beneath his chin.
He pitched from his car, armor clanged against him,
a glimmering blaze of metal dazzling round his back —
the purebreds reared aside, hoofs pounding the air
and his life and power slipped away on the wind.

Just as Homer looms large in the early Greek literary tradition, one Heraclitus does the same in early Greek philosophy; legend tells us he wrote around 500 BC. Only fragments of his works remain to us today, mostly in the form of quotations lifted from them by later philosophers. Those fragments and the things those later commentators wrote about him identify Heraclitus as a philosopher of flux and change; “No man ever steps in the same river twice,” goes his most famous aphorism. He was apparently the first to identify the tension between physis, the reality of being in all its chaotic, ever-changing splendor, and logos, meaning literally “word” or “speech” in Greek — all of the rules of logic and ethics which humans apply in the hopeless task of trying to understand and master physis. A disciple of Heraclitus would call the narrative of progress a pathetic attempt to bridle the physis of history by forcing a comforting logophilic structure upon it.

As a philosopher of unbridled physis, Heraclitus was also a philosopher of war, of conflict in all its forms. “We must know that strife is common to all and strife is justice,” he wrote, “and that all things come into being through strife necessarily.” Neglected for a long time in favor of the cooler metaphysics of Socrates, Plato, and Aristotle, Heraclitus burst back into prominence at last in the early nineteenth century AD, when he was rediscovered by the German school of idealist philosophers. Later in the same century, Friedrich Nietzsche, who loathed the rationality of the Enlightenment and the narrative of progress it inspired, saw in Homer and Heraclitus alike a purer, more essential reflection of the reality of existence.

But we need not agree with Nietzsche that the Greeks of the Bronze Age had everything right and that it’s been all downhill from there to find something of value in Heraclitus. Consider again this assertion that “all things come into being through strife.” There is, it seems to me, some truth there, perhaps more truth than we’d like to admit. As Nietzsche’s contemporary Charles Darwin taught us, this is how biological evolution works. Strife is, in other words, what made us, the human race, what we are as a species. And it would certainly appear that our earliest civilizations too came into being through strife.

During the Enlightenment era, two dueling points of view about the nature of primitive peoples dominated. The Swiss/French philosopher Jean-Jacques Rousseau coined the cliché of the “gentle savage,” who lived in a state of nature with his companions in an Eden of peace and tranquility, untouched by the profanities of modern life; progress in all its guises, Rousseau asserted, had only led humanity to “decrepitness.” Rousseau saw the narrative of progress as a narrative of regress, of civilization and all its trappings serving only to divorce humanity more and more from the idyllic state of nature. But Thomas Hobbes, whom we already encountered in my previous article, took the polar opposite view, seeing the lives of primitive peoples as “nasty, brutish, and short,” and seeing the civilizing forces of progress as the best things ever to befall his species. He believed, in other words, that humanity’s distancing itself more and more from the primitive state of nature was an unalloyed good thing.

This duality has remained with us to the present day. You can see much of Rousseau in the Woodstock Generation’s claim that “we are stardust, we are golden, and we’ve got to get ourselves back to the Garden,” as you can in some aspects of the modern environmental movement and our societies’ general fetish for all things “natural.” Meanwhile Hobbes’s ideology of progress is, of course, the core, driving idea behind the game of Civilization, among other signs of the times.

So, we have to ask ourselves, who’s right — or, at the very least, who’s more nearly right? There are few if any human communities left in the world today who live in so complete a state of nature as to conclusively prove or disprove the theory of the gentle savage. We can, however, turn to the evidence of archaeology to arrive at what feels like a fairly satisfying answer.

Almost all of the most famous finds of Stone Age corpses show evidence at the least of having suffered violent trauma, more commonly of having died from it. Indeed, the fact that it can seem almost impossible to turn up any human remains that don’t show evidence of violence has become something of a running joke among archaeologists. Ötzi the Iceman, as a 5000-year-old body discovered in the Austrian Alps in 1991 became known, turned out to have been shot with a bow and arrow and dumped into the crevasse where he was found. Kennewick Man, a 9500-year-old body discovered in Washington State in 1996, had been shot in the pelvis with some sort of stone projectile that remained embedded there. Lindow Man, a 2000-year-old body discovered in rural England in 1984, had been bonked on the head with a blunt object, had his neck broken with a twisted cord, and then, just to make sure, had his throat cut. Another 2000-year-old body found more recently in England had been beheaded, probably in a form of ritual sacrifice. Yet another recent discovery, a 4600-year-old family consisting of a man, a woman, and their two children, showed evidence of having been killed in a raid on their encampment. The Garden of Eden theory of early human history, it would appear, is right out.

Rather than being their antagonist, violence — or, often, the threat of violence — was a prime driver of early civilizations. Sentiment may have sufficed for primitive humans to keep their family and perhaps their friends close, but it was the logic of survival that pushed them to begin to enlarge their circles of concern, to band together into the larger communities that could form the basis for civilization. Long before humans had any inkling of a narrative of progress, the most important, tangible benefit of civilization was protection from the depredations of hostile neighbors. The Enlightenment philosopher Immanuel Kant called this development, which paradoxically arose out of the impulse toward conflict rather than cooperation, “asocial sociability”:

In a sense, this reality that civilizations are born in violence is baked into the game of Civilization. From the mid-game on, it’s possible to make a very good go of it as a peaceful democracy, to be a good global citizen not declaring war unless war is declared on you, striving to trade and research your way to Alpha Centauri. Before you reach that stage, however, you have to be a despotic state no better than any of the others. As every Civilization veteran knows, it’s absolutely vital to establish sovereignty over your starting continent during this early stage in order to have enough cities and resources to be competitive later on. Thus you can’t afford to play the gentle savage, even if you believe such a person ever existed. If, as is likely, there are rival civilizations on your starting continent, you have to conquer them before you can think about peaceful coexistence with anyone else.

But the debt which the narrative of progress owes to war and the threat of war extends far beyond a civilization’s early stages, both in real history and in the game. In fact, the modern world order, built around fairly large nation-states with strong centralized governments, is, along with all of the progress it has spawned on so many fronts, a direct outgrowth of the need to project military power effectively.

Early twentieth-century writers, reacting to the horrible wars of their times, concocted the legend of war as a more honorable affair during earlier ages, one in which civilians were spared and soldiers comported themselves as civilized men. One has only to read The Iliad to know what a load of bunk that is; war has always been the nastiest, most brutal business there is, and codes of behavior have seldom survived an army’s first contact with the enemy. And if one was unfortunate enough to be a civilian caught between two armies… well, raping and pillaging were as popular among soldiers of earlier centuries as it was among those of the twentieth, as the stories of same in The Iliad once again cogently illustrate.

Still, there were important differences between the wars that were fought prior to the eighteenth century and those that came later. It’s easy today to overlook how differently societies were organized prior to the Enlightenment era. Such modern countries as Germany and Italy were still collections of small independent states, cooperating at best under a framework of uneasy alliances. Even where there existed a centralized government, the monarch’s power was sharply limited under the feudal systems that held sway. If he wished to go to war, he was often reduced to begging his nobles for the money and manpower necessary to do so. In addition, economies in general had very limited resources to set aside from the basic task of feeding themselves in favor of waging war. It all added up to make wars into hugely inefficient businesses, where months or even years could go by between significant battles. In many ways, of course, that was good for the people of the countries fighting them.

It was the unification of England and Scotland as Great Britain in 1707 that marked the beginning of the modern nation-state. Thirty years before said unification, the entire English army consisted of no more than 15,000 soldiers, a number that could be packed into a typical modern sports arena and leave plenty of seats to spare. The historian John Brewer describes what followed:

The late seventeenth and eighteenth centuries saw an astonishing transformation in British government, one which put muscles on the bones of the British body politic, increasing its endurance, strength, and reach. Britain was able to shoulder an ever more ponderous burden of military commitments thanks to a radical increase in taxation, the development of public-debt finance (a national debt) on an unprecedented scale, and the growth of a sizable public administration devoted to organizing the fiscal and military activities of the state.

This radical remaking was driven by two principal factors. One was advances in technology and engineering that freed up more and more people to work at tasks other than food production; this was, after all, the period of the Enlightenment, when the narrative of progress went into overdrive. The other was the need to efficiently project military power to ever more far-flung locales in the world — the need of a burgeoning British Empire.

Alongside a centralized government bureaucracy and standing military grew that necessary evil for funding it: taxes. The effective average British tax rate rose from 3.5 percent in 1675 to 23 percent a century later, to no less than 35 percent at the height of the Napoleonic Wars of the early nineteenth century. And, what with the people from these earlier centuries not being all that different from us at bottom, lots and lots of them didn’t like it one bit. One William Pulteney spoke for them:

Let any gentleman but look into the Statute Books lying upon our Table, he will see there to what a vast Bulk, to what a Number of Volumes, our Statutes relating to Taxes have swelled. It is monstrous, it is even frightful to look into the Indexes, where for several Columns together we see nothing but Taxes, Taxes, Taxes.

The modern developed nation-state — bureaucratic, orderly, highly centralized, and absurdly highly taxed in comparison to any other era of human history — had been born, largely to meet the needs of the military.

With one country having remade itself in this more militarily efficient image, the other countries of the world felt they had no choice but to follow in order to remain competitive. In Europe, France and Spain concentrated more power than ever before in the hands of a central government, while the various small kingdoms that had traditionally made up Italy and Germany finally felt compelled to unify as centralized nations in their own right. The Ottoman Empire too remade itself after suffering a series of humiliating defeats at the hands of the ultra-modern nation-state of Napoleonic France, as did faraway Japan after the American Commodore Matthew Perry waltzed into Edo Bay with a small fleet of modern warships and held the shogunate hostage at gunpoint; “rich country, strong army” became the slogan for Japan’s economic, bureaucratic, social, and of course military modernization.

The game of Civilization does a rather remarkably clever job of depicting most of the factors I’ve just described. The deeper into the game you play, the more your maintenance costs go up, meaning that you have to tax your people more and more to maintain your civilization. And the game also captures the spur which the threat of war constantly gave to the progressive impulse; if you let your civilization fall too far behind its rivals in military terms, they will pounce. This alone provides a strong motivation to keep researching the latest advances, exactly as it did historically. The narrative of progress, in the game and in history, owes much to war.

But when we come to the second half of the twentieth century of our own planet’s history, the notion of war and/or the threat of war as a prime driver of the narrative of progress becomes more fraught. It has long been commonplace for critics of progress to contrast the bloody twentieth century with the relatively peaceful nineteenth century, using a range of seemingly telling statistics about death and suffering to anchor their contention that the narrative of progress has really only made us better at killing one another. Yet their insistence on passing their statistical judgment on the twentieth century as a whole obscures something rather important: while the first half of the century was indeed inordinately, almost inconceivably bloody, the second half was vastly less so. The statistics for the century as a whole, in other words, are hopelessly skewed by what we can all agree to hope were the historical anomalies of the two biggest wars ever fought.

Since the end of World War II, the situation has been much different. While small wars have certainly continued to be fought, two proverbial “great powers” haven’t met one another directly on a battlefield since 1945: that’s 73 years as I write these words, a record for all of post-classical human history. As the political scientist Robert Jervis could write already in 1988, “the most striking characteristic of the postwar period is just that — it can be called ‘postwar’ because the major powers have not fought each other since 1945. Such a lengthy period of peace among the most powerful states is unprecedented.” The change is so marked that historians have come up with a name for the period stretching from 1945 to the present: “The Long Peace.” This is the aspect of the Cold War which was overlooked by a public justifiably worried about the threat of nuclear annihilation, which was obscured by the small-scale proxy wars and police actions fought by the Americans in places like Vietnam and by the Soviets in places like Afghanistan. And yet the Long Peace has now outlasted the Cold War with which it overlapped by more than a quarter of a century.

If we want to identify what changed in the nature of warfare itself at the end of World War II, the answer is blazingly obvious: the atomic bomb entered the picture. The idea of a weapon so terrible that it would bring an end to war wasn’t, it should be noted, a new one at the time the bomb entered the picture. In 1864, Victor Hugo, looking forward to a future replete with flying machines, proposed that their potential on the battlefield would be sufficient to make armies “vanish, and with them the whole business of war.” Even the logic of mutually-assured destruction wasn’t really new at the dawn of the Cold War. In 1891, Alfred Nobel, the inventor of dynamite, suggested to an Austrian countess that “perhaps my factories will put an end to war sooner than your congresses: on the day that two army corps can mutually annihilate each other in a second, all civilized nations will surely recoil with horror and disband their troops.”

Still, nuclear weapons, with their capacity to mutually destroy not just opposing armies but opposing civilizations — and, indeed, the entirety of the world that built them — were clearly something new under the sun. It’s thus not hugely surprising to find that the game of Civilization doesn’t seem quite sure what to do with them when they finally appear so late in the day. After doing a credible job in the broad strokes, all things considered, of portraying the global balance of military power through World War II, the edges really begin to fray at the advent of the nuclear age. The game makes no space for the total destruction of an all-out nuclear exchange. Nuclear strikes come at a considerable cost to the environment, but it is possible in the game to win a nuclear war, sending what some critics regard as a regrettable message. To be fair to Sid Meier and Bruce Shelley, it would be very difficult indeed to implement nuclear weapons in a way that feels both true to history and satisfying in the game. Thus Civilization fell victim here to Meier’s old maxim of “fun trumps history.” That said, the designers did make an obvious attempt to simulate what a Pandora’s Box nuclear weapons really are in at least one way. When one civilization builds the Manhattan Project Wonder, all civilizations in the game who have researched the Rocketry advance get instant access to nuclear weapons.

This side of the game serves as a fine illustration of an aspect of strategy-game design that’s very easy to overlook. Many players believe that the ideal artificial intelligence plays just like a human would, but this isn’t always the case at all. If the more militaristic civilizations in the game were to start wildly nuking the player, ruining the civilization she’d spent so long building, she wouldn’t feel pleased that the artificial intelligence was so smart. Not at all; she’d feel like she was being punished for no good reason. Fun, it seems, also trumps perfect artificial intelligence. Your opponents in Civilization are notably reluctant to employ nuclear weapons in light of this maxim, only doing it to you if you start doing it to them.

The one memorable exception to this rule is down to a bug. Gandhi, the leader of the Indian civilization, is coded to be extremely non-aggressive. Problem is, his “aggression” setting is so low that it can actually loop back around to the maximum value when modifiers get subtracted. The upshot of all this is that he winds up being passive-aggressive rather than non-aggressive, avoiding all conflict until he acquires nuclear weapons, then letting the nukes fly with abandon. One can see this behavior as an unfortunate if unintentional bit of ethnic stereotyping. But one can also, of course, see it as kind of hilarious.

At any rate, there is nothing like the Long Peace accounted for in the game. (Admittedly, the Long Peace was much shorter at the time that the original Civilization was made.) As for historians: their points of view on the subject can be broadly sorted into two opposing camps, which I’ll call the realpolitik view and the globalist-idealist view. Both camps give due deference to the importance of nuclear weapons in any discussion of postwar geopolitics, but they diverge from there.

Those who fancy themselves the sober realists of the realpolitik school believe that the fundamentals of war and peace haven’t really changed at all, only the stakes in terms of potential destruction. From the first time that a primitive tribe armed itself with spears to make a neighboring tribe of warlike neighbors think twice before attacking its camp, weapons of war have been as useful for preventing wars as for fighting them. Nuclear weapons, the realpolitik camp claims, represent only a change in degree, not in kind. From this point of view arose the rhetoric of peace through strength, deployed liberally by steely Cold Warriors on both sides of the Iron Curtain. Safety, went the logic, lay in being so militarily strong that no one would ever dare mess with you. The Long Peace was a credit to the fact that the United States and the Soviet Union — and, after the Cold War, the United States alone — were so thoroughly prepared to kick any other country’s ass, with or without employing nuclear weapons.

The globalist-idealist view doesn’t ignore the awesome power of nuclear weapons by any means, but sees it through a more nuanced framework. Many people at the dawn of the nuclear age — not least many of scientists of the Manhattan Project who had helped to build the bomb — hoped that its power would lead to a philosophical or even spiritual awakening, prompting humanity to finally put an end to war. Some went so far as to advocate for the sharing of the technology behind the bomb with all the countries of the world, thus placing the whole world on a level playing field and ending the dominion of strong over weak countries everywhere. Such a thing wasn’t done, but there may be reason to believe that the idealistic impulse which led to proposals like this one found another outlet which has done the world an immense amount of good.

Looking back to the actual horrors of the previous few decades and the potential horrors of nuclear war, countries across the world after World War II instituted an international system of order that would have sounded like a utopian dream five years before. Its centerpiece was the United Nations, a forum unlike any that had existed before in human history, a place to which disputes between countries could be brought, to be hashed out with the help of neutral peers before they turned into shooting wars. Meanwhile an International Court of Justice would, again for the first time in history, institute a binding, globalized system of law to which all of the United Nations’s signatories, big or small, would be bound.

These are the major, obvious institutions of the globalized postwar order, but the spirit that spawned them has led to countless other international organs of communication and dispute resolution. Perhaps the most amazing of these — and an institution whose amazingness is too often overlooked — is the European Union. Known throughout most of history as the world’s preeminent powder keg of war, Europe, with its dozens of culturally, ethnically, and linguistically diverse countries packed together more closely than anywhere else in the world, has at last managed to set aside ancient rivalries and the many wars to which they historically led in favor of a grand continent-spanning cooperative project that’s made the idea of another general European war all but unimaginable. Even the recent decision by Britain to withdraw from the European Union hasn’t, as was breathlessly predicted by so many Cassandras, led to the dissolution of the project. Instead the latest polling shows substantially increased support for the European Union among the citizens of its remaining member states, as if the blow that was Brexit caused many to wake up to just how precious it really is.

To the extent that it takes a position, the game of Civilization winds up pitching its tent with the realpolitik school, although one does sense that this is done almost by default. Its mechanics are suited to depicting a global order based on the military balance of power, but, while the United Nations does make a token appearance, the game has no real mechanism for transcending nationalism and the wars that tend to accompany it. Only limited cooperation between rival civilizations is possible, and, especially at the higher difficulty levels, it’s a careful player indeed who manages to avoid wars in the climactic stages of the game. All of this is perhaps unfortunate, but forgivable given the long arc of history the game has to cover.

In the real world, however, your humble writer here does see reason to believe that we may be edging into a new, post-national, postwar-in-the-universal-sense era. Of course, we need to be very careful when we begin to assert that we’re privileged to live in a unique time in history. Many an earlier era has been foolish enough to regard itself as unique, only to learn, sometimes painfully, that the old rules still apply. Yet recent decades really do seem to have altered our attitudes toward war. The acquisition of territory by military force, once considered a matter of course, is now looked upon so unfavorably by the world at large that even as established a bad actor on the world stage as Vladimir Putin’s Russia felt compelled to justify its annexation of the Crimea in 2014 with a sham referendum. The United States, widely regarded with some justification as the last remaining warmonger among the well-developed Western nations, nevertheless goes to lengths that would have been inconceivable in earlier eras to avoid civilian casualties in its various military adventures. The same reluctance to accept war for the ugly business it is does everything to explain why, despite having the most powerful military the world has ever known, the same country tends to clearly win so very few of the wars it starts.

Changing attitudes toward war in the West can also be charted through our war memorials. London’s Trafalgar Square, a celebration of a major naval victory over Napoleon, is almost a caricature of extravagant triumphalism, with an outsized Admiral Horatio Nelson looking proudly down on the scene from the top of a 170-foot column. The Vietnam War Memorial in Washington, D.C., on the other hand, engages with its subject — one of those recent wars the United States failed to win out of an unwillingness to behave as brutally as was necessary — not as a triumph but as a tragedy, being a somber roll call of the ordinary soldiers who lost their lives there. But perhaps nowhere is the transformation in attitudes more marked than in Germany, which, after instigating the most terrible war in history well under a century ago, is now arguably the most fundamentally pacifistic nation in the West, going so far as to anger free-speech advocates by banning blood in videogames and banning right-wing political parties that venture anywhere close to the ideological territory once occupied by the Nazi party.

This notion that we are on the cusp of a new era of peaceful international cooperation, that soon the brutality of war might be as unthinkable to the modern mind as that of slavery or institutionalized torture, was a key component of Francis Fukayama’s assertion that humanity might be reaching the end of its history. A quarter-century on from that audacious thesis, the international order has been shaken at times, particularly by events in recent years, but the edifices built in the aftermath of World War II still stand. Even if we can only partially agree with the statement that humanity has finally found an orderly alternative to war through those edifices — reserving the other half of the Long Peace equation to the old realpolitik of might makes right, in the person of the peace-guaranteeing power of the United States and that ultimate deterrent of nuclear weapons — we might be slowly leaving behind the era of nationalism that began with the emergence of strong, centralized nation-states in the eighteenth and nineteenth centuries and led eventually to so much bloodshed in the first half of the twentieth. Even more optimistically, we might soon be able to say farewell to war as humanity has always known it. “Last night I had the strangest dream,” goes a lovely old folk song. “I dreamed the world had all agreed to put an end to war.” Today we are, by any objective measurement, closer to achieving that strange dream than we’ve ever been before. War has defined our past to a disconcerting degree, but perhaps it need not do the same for our future.

What would and should a postwar world really be like? Many have looked askance at the idea of a world free of war, seeing it as a world free as well of the noble virtues of honor, sacrifice, and courage, a world where people live only to selfishly gratify their personal needs. Unsurprisingly, Nietzsche is counted among the critics, painting a picture of a world full of “men without backs” who are no better than slaves to their creature comforts. More surprisingly, Georg Wilhelm Friedrich Hegel, that original architect of a narrative of progress climaxing in a peaceful and prosperous end of history, shared many of the same concerns, going so far as to state that nations at the end of history would need to continue to require military service of their citizens and continue to fight the occasional war in order to keep the noble virtues alive. Modern critics of the lifestyle of developed Western nations, speaking from both inside and outside those nations’ umbrellas, decry their servile “softness,” decry the way that the vicissitudes of fashion and consumerism take the place of the great feats that once stirred men’s souls. Peace and prosperity, goes another, related argument, are ultimately boring; some theories about the outbreak of World War I have long held that its biggest motivator was that countries just got tired of getting along, wanted a little mayhem to break up the monotony. Certainly our fictions — not least our videogame fictions — would be a lot duller without wars to relive.

I can understand such concerns on one level, but feel like they reflect a profound lack of imagination on another. I can’t, alas, count myself among the younger generation or generations who must put the finishing touches on a post-national, postwar world order, if it should ever come to be. Yet I can say that our current younger generation’s greater tolerance toward diversity and marked disinclination toward violence don’t strike me as being accompanied by any deficit of idealism or passion. And there is much that can replace war in their souls that is even more stirring. They could finally get serious about cleaning up this poor planet which their elders have spent so many centuries trashing. They could do something for the poorest regions of the world, to bring the benefits of the prosperous postwar international order to all. They could follow the example of humanity’s grandest adventure to date — the Apollo Moon landing, which truly was shared by the entire world thanks to the progressive technology of television — and look outward, first to Mars, perhaps eventually all the way to Alpha Centauri. For that matter, my own generation could make a solid start on many of these things right now. With all due respect to Hegel and Fukuyama, the end of war need not mean the end of history. It could mean that our real history is just getting started.

(Sources: the books Civilization, or Rome on 640K A Day by Johnny L. Wilson and Alan Emrich, The Story of Civilization Volume I: Our Oriental Heritage by Will Durant, The Past is a Foreign Country by David Lowenthal, The Sinews of Power by John Brewer, The Better Angels of Our Nature: Why Violence Has Declined by Steven Pinker, The End of History and the Last Man by Francis Fukuyama, The Iliad by Homer, Fragments by Heraclitus, The Social Contract by Jean-Jacques Rousseau, Leviathan by Thomas Hobbes, Lectures on the Philosophy of History by Georg Wilhelm Friedrich Hegel, Thus Spoke Zarathustra by Friedrich Nietzsche, A Treatise of Human Nature by David Hume, Basic Writings of Kant by Immanuel Kant, and Nationalism: A Very Short Introduction by Steven Grosby; the article “Strategic Digital Defense: Video Games and Reagan’s ‘Star Wars’ Program, 1980-1987” by William M. Knoblauch, found in the book Playing with the Past: Digital Games and the Simulation of History.)

 
 

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The Game of Everything, Part 4: Civilization and Geography

Most of history is guessing, and the rest is prejudice.

— Will Durant

Every veteran Civilization player has had some unfortunate run-ins with the game’s “barbarians”: small groups of people who don’t belong to either your civilization or any of its major rivals, but nevertheless turn up to harass you from time to time with their primitive weaponry and decided aversion to diplomacy. More of a nuisance than a serious threat most of the time, they can spell the doom of your nascent civilization if they should march into your capital before you’ve set up a proper defense for it. What are we to make of these cultural Others — or, perhaps better said, culture-less Others — who don’t ever develop like a proper civilization ought to do?

The word “barbarian” stems from the ancient Greek “bárbaros,” meaning anyone who is not Greek. Yet the word resonates most strongly with the history of ancient Rome rather than Greece. The barbarians at the gates of the Roman Empire were all those peoples outside the emperor’s rule, who encroached closer and closer upon the capital over the course of the Empire’s long decline, until the fateful sacking of Rome by the Visigoths in AD 410. Given the months of development during which Civilization existed as essentially a wargame of the ancient world, it’s not hard to imagine how the word “barbarian” found a home there.

Civilization‘s barbarians, then, really are the game’s cultural Others, standing in for the vast majority of the human societies that have existed on our planet, who have never become “civilized” in the sense of giving up the nomadic hunter-gatherer lifestyle, taking up farming, and developing writing and the other traits of relatively advanced cultures. One of the biggest questions in the fields of history, archaeology, anthropology, and sociology has long been just why they’ve failed to do so. Or, to turn the question around: why have a minority of peoples chosen or been forced to become more or less civilized rather than remaining in a state of nature? What, in other words, starts a people off down the narrative of progress? I’d like to take a closer look at that question today, but first it would be helpful to address an important prerequisite: just what do we mean when we talk about a civilization anyway?

The word “civilization,” although derived from the Latin “civilis” — meaning pertaining to the “civis,” or citizen — is a surprisingly young one in English. Samuel Johnson considered it too new-fangled to be included in his Dictionary of the English Language of 1772; he preferred “civility” (a word guaranteed to prompt quite some confusion if you try to substitute it for “civilization” today). The twentieth-century popular historian Will Durant, perhaps the greatest and certainly the most readable holistic chronicler of our planet’s various civilizations, proposed the following definition at the beginning of his eleven-volume Story of Civilization:

Civilization is a social order promoting cultural creation. Four elements constitute it: economic provision, political organization, moral traditions, and the pursuit of knowledge and the arts. It begins where chaos and insecurity end. For when fear is overcome, curiosity and constructiveness are free, and man has passed by natural impulse towards the understanding and embellishment of life.

“Civilization” is a very loose word, whose boundaries can vary wildly with the telling and the teller. We can just as easily talk about human civilization in the abstract as we can a Western civilization or an American civilization. The game of Civilization certainly doesn’t make matters any more clear-cut. It first implies that it’s an holistic account of human civilization writ large, then proceeds to subsume up to seven active rival civilizations within that whole. In this series of articles, I’m afraid that I’m all over the place in much the same way; it’s hard not to be. But let’s step back now and look at how both abstract human civilization and the first individual civilizations began.

Homo sapiens — meaning genetically modern humans roughly our equals in raw cognitive ability —  have existed for at least 200,000 years. Long before developing any form of civilization, they had spread to almost every corner of the planet. Human civilization, on the other hand, has existed no more than 12,000 years at the outside. Thus civilization spans only a tiny portion of human history, which itself spans a still vastly tinier portion of the history of life on our planet.

How and why did civilized societies finally begin to appear after so many centuries of non-civilized humanity? I’ll tackle the easier part of that question first: the “how”. Let me share with you a narrative of progress taking place in the traditional “cradle of civilization,” the Fertile Crescent of the Middle East, seat of the earliest known societies to have developed such hallmarks of mature civilization as writing.

For hundreds of thousands of years, the Fertile Crescent and the lands around it were made up of rich prairies, an ideal hunting ground for the nomadic peoples who lived there from the time of the proto-humans known as homo erectus, 1.8 million years ago. But around 12,000 to 10,000 BC, the Middle East was transformed by the end of our planet’s most recent Ice Age, turning what had been prairie lands into steppes and desert. The peoples who lived there, who had once roamed and hunted so freely across the region, were forced to cluster in the great river valleys, the only places that still had enough water to sustain them. With wild game now much scarcer than it had been, they learned to raise crops and domesticated animals, which necessitated them staying in one place. Thus they made the transformation from nomadic hunting and gathering to sedentary farming — a transformation which marks the traditional dividing line between non-civilized and civilized peoples. “The first form of culture is agriculture,” writes Will Durant.

Early on, the peoples of the Fertile Crescent developed what is, perhaps counter-intuitively, the most fundamental technology of civilization: pottery, an advance whose value every Civilization player knows. As is described in the Civilopedia, the pots they made allowed them to “lay up provisions for the uncertain future” out of the crops they harvested, sufficient to get them through the winter months when other food sources were scarce.

One might say that the invention of pottery — or rather the onset of the future-oriented mindset it signifies — marks the point of fruition of humanity’s psychological transition from a state of nature to something akin to the modern condition. Some of you might be familiar with the so-called “worker placement” school of modern board games — a sub-genre on which the city-management screen in the original Civilization has been a huge hidden influence. In a game like Agricola, you know that you need to collect enough food to feed your family by the end of the current round, and then again by the end of every subsequent round. You can rustle up a wild boar and slaughter it to deal with the problem now and let the future worry about itself, or you can defer other forms of gratification and use much more labor to plow a field and plant it with grains or vegetables, knowing that it will really begin to pay off only much later in the game. Deferred gratification is, as you’ve probably guessed, by far the better strategy.

It was, one might say, when humans developed the right mindset for playing a game like Agricola that everything changed. Something precious was gained, but something perhaps equally precious was lost. I use a lot of loaded language in this article, speaking about “primitive peoples” and “barbarians” as I do, and, good progressive that I am, generally write it under the assumption that civilization is a good thing. So, let me take a moment here to acknowledge that people do indeed lose something when they become civilized.

It is the fate of the civilized human alone among all the world’s creatures to have come unstuck in time. We’re constantly casting our gaze forward or backward, living all too seldom in the now. What the ancient Greeks called the physis moment — the complete immersion in life that we can observe in a cat on the prowl or a toddler on the playground — becomes harder and harder for us to recapture as we grow older. To think about the future also means to worry about it; to think about the past means to indulge in guilt and recrimination. “Of what are you thinking?” the polar explorer Robert Peary once asked one of his Inuit guides. “I do not have to think,” the Inuit replied. “I have plenty of meat.” An argument could be made that the barbarians are the wisest of all the peoples of the earth.

But, for better or for worse, we progressives don’t tend to make that argument. So, we return to our narrative of progress…

Cities and civilizations are inextricably bound together, not only historically but also linguistically; the word “city” is derived from the same Latin root as “civilization.” Cities provide a place for large numbers of people to meet and trade goods and ideas, and their economies of scale make specialization possible, creating space initially for blacksmiths and healers, later for philosophers and artists, as well as for hierarchies of class and power. They mark the point of transition from Karl Marx’s “primitive communism” to his so-called “slave society” — “Despotism” in the game of Civilization. On a more positive note, one might also say that the first cities with their early forms of specialization mark the first steps in Hegel’s long road toward a perfect, thymos-fulfilling end of history.

By the time a game of Civilization begins in 4000 BC, the Age of Stone was about to give way to the Age of Metal in the Fertile Crescent; people there were learning to smelt copper, which would soon be followed by bronze, as described by another pivotal early Civilization advance, Bronze Working. At this point, small cities had existed up and down the Fertile Crescent for thousands of years. The region was now rife with civilization, complete with religion, art, technology, written documents, and some form of government. Multi-roomed houses were built out of compressed mud or out of bricks covered with plaster, with floors made out of mud packed over a foundation of reeds. Inside the houses were ovens and stoves for cooking; just outside were cisterns for catching and storing rainwater. When not farming or building houses, the people carved statues and busts, and built altars to their gods. Around Jericho, one of if not the oldest of the settlements, they built walls out of huge stone blocks, thus creating the first example of a walled city in the history of the world. By 2500 BC, one of the civilizations of the Fertile Crescent would be capable of constructing the Pyramids of Giza, the oldest of Civilization‘s Wonders of the World and still the first thing most people think of when they hear that phrase.

But in writing about the Fertile Crescent I am of course outlining a narrative of progress for only one small part of the world. Elsewhere, the situation was very different, and would remain so for a long, long time to come. By way of illustrating those differences, let’s fast-forward about 4000 years on from the Pyramids, to AD 1500.

At that late date, much of the rest of the world had still not progressed as far as the Fertile Crescent of 2500 BC. The two greatest empires of the Americas, those of the Aztecs and the Incas, were for all intents and purposes still mired in the Stone Age, having not yet learned to make metals suitable for anything other than decoration. And those civilizations were actually strikingly advanced by comparison with many or most of the other peoples of the world. In Australia, on New Guinea and many other Pacific islands, over much of the rest of the Americas and sub-Saharan Africa, people trailed even the Aztecs and the Incas by thousands of years, having not yet learned the art of farming.

Consider that in 11,000 BC all peoples on the earth were still hunter-gatherers. Since then, some peoples had stagnated, while others — in the Middle East, in Europe, in parts of Asia — had advanced in ways that were literally unimaginable to their primitive counterparts. And so we arrive back at our original question: why should this be?

For a long time, Europeans, those heirs to what was first wrought in the Fertile Crescent, thought they knew exactly why. Their race was, they believed, simply superior to all of the others — superior in intelligence, in motivation, in creativity, in morality. And, as the superior race, the world and all its bounty were theirs by right. Thus the infernal practice of slavery, after having fallen into abeyance in the West since the Middle Ages, reared its head again in the new American colonies.

In time, some European attitudes toward the other peoples of the earth softened into a more benevolent if condescending paternalism. As the superior race, went the thinking, it was up to them to raise up the rest of the world, to Christianize it and to provide for it the trappings of civilization which it had been unable to develop for itself. Rudyard Kipling, that great poet of the latter days of the British Empire, urged his race to “take up the white man’s burden” as a moral obligation to the benighted inferior peoples of the world.

If there was any objective truth to the racial theories underlying Kipling’s rhetoric, we progressives would find ourselves on the horns of an ugly dilemma, split between our allegiance to rationality and science on the one hand and the visceral repugnance every fair-minded person must feel toward racism on the other. Fortunately for us, then, there is no dilemma here: racism is not only morally repugnant, it’s also bad science.

Any attempt to measure intelligence is a problematic exercise on the face of it; there are many forms of intelligence, such as empathy and artistic intelligence, about which the standard I.Q. test has nothing to say. And even within the limited scope of I.Q., cultural factors are notoriously difficult to remove from the testing process. Nevertheless, to the extent that we can measure such a thing there seems little or nothing to indicate that the overall cognitive ability of, say, a primitive tribesman from New Guinea suffers at all in comparison to that of a “civilized” person. Indeed, in some areas, such as spatial awareness and improvisational problem-solving, primitive people are quite likely our superiors. When we think about it, this stands to reason. For a tribesman on a jungle hunt, an error in judgment could mean that he and his family won’t have anything to eat that night — or, in the worst case, that he won’t get to return to his family ever again. Against that sort of motivator, the threat of failing to get into one’s favored university because of an SAT score that wasn’t all it might have been suddenly doesn’t feel quite so motivating.

All of which is good for our consciences, but it still doesn’t answer the question we’ve been dancing around since the beginning of this article. If racial differences don’t explain why the narrative of progress takes root in some peoples and not in others, what does? Plenty of other possibilities have been proposed, all centering more or less around geography and ecology.

Climate is one proposed determining factor, upon which the citizens of Germany, Scandinavia, the United States, and Canada among other places have sometimes leaned in order to explain why their countries’ economies are generally more dynamic than those of their southern counterparts. The fact that residents of more northerly regions had to work so much harder to survive — to find food and to stay warm in a much harsher climate — supposedly instilled in them a superior work ethic — and perhaps, necessity being the mother of invention, a greater intellectual flair to boot. Will Durant expressed a similar sentiment on a more universal scale in his Story of Civilization, claiming that the “heat of the tropics,” and the “lethargy” it breeds, are fundamentally hostile to civilization. But such claims too often find their evidence in ethnic stereotypes almost as execrable as those that spawned the notion of a white man’s burden, and of equally nonexistent veracity.

The fact is that the more dynamic economies of Northern Europe and the northernmost Americas are a phenomenon dating back only a few centuries at most, not the millennia that would make them solid evidence for the climate-as-destiny hypothesis; ancient Rome, the civilization that still springs to mind first when one says the word “civilization,” was itself situated in the warm, lazy, lethargic, fun-in-the-sun region of Europe. Indeed, the peoples of Northern Europe are comparative latecomers to the cultural party. Until not that many centuries ago, Northern Europe was quite literally the land of the barbarians; the Visigoths who so famously sacked Rome, it must be remembered, were a Germanic people. In the Americas as well, the most advanced native societies, the only ones to develop writing, were found in present-day Mexico and Peru rather than the United States or Canada.

The credence given to the climate-as-destiny theory for many years in the face of such obvious objections, combined with the way that evidence of civilization decays much faster in tropical environments than it does elsewhere, caused archaeologists to entirely overlook the existence of some tropical civilizations. A dry desert environment is, by contrast, about as perfect for preserving archaeological evidence as any natural environment can be, and this goes a long way in explaining why we know so much about certain regions of the world in comparison to others. Michael Heckenberger caused a sensation in archaeological and anthropological circles in 2009 when he published an article in Scientific American about the ancient Xingu people of the Amazon rain forest, who lived in well-developed, orderly communities which Heckenberger compared to the Victorian architect Ebenezer Howard’s utopian “garden cities of tomorrow.”

Another proposed determining factor for civilization or the lack thereof, also prevalent among scholars for many years, is even more oddly specific than the climate-as-destiny hypothesis. Civilization develops, goes the claim, when people find themselves forced to settle in river valleys of otherwise arid climates — i.e., exactly the conditions that prevailed in the Fertile Crescent. The only way for a growing population to survive in such a place was to develop the large-scale systems of irrigation that could bring the life-giving waters of the river further and further from their source. Undertaking such projects, the first ever examples what we would call today public works, required a form of government, even of bureaucracy. Ergo, civilization.

In addition to the example of the Fertile Crescent, proponents of the “hydraulic theory” of civilization have pointed to other examples of a similar process apparently occurring: in the Indus Valley of India, in the Yellow and Yangtze Valleys of China, in the river valleys of Mexico and Peru. The hydraulic theory was very much still a part of the anthropological discussion at the time that Sid Meier and Bruce Shelley were making Civilization, and likely informs the way that food-producing river squares are such ideal spots for founding your first cities, as well as the importance placed on irrigating the land around your cities in order to make them grow.

But more recent archaeology, in the Fertile Crescent and elsewhere, has cast doubt upon the hydraulic theory. It appears that the first governments developed not in tandem with systems of irrigation but rather considerably before them. The assertion that a fairly complex system of government is a prerequisite for large-scale irrigation remains as valid as ever, as does the game of Civilization‘s decision to emphasize the importance of irrigation in general. Yet it doesn’t appear that the need for irrigation was the impetus for government.

In 1997, a UCLA professor of geography and physiology named Jared Diamond published a book called Guns, Germs, and Steel, which, unusually, created an equal sensation in both the popular media and in academic circles. I described in my previous article the theory of technological determinism to which the game of Civilization seems to ascribe. In his book, Diamond asserted that, before there could be technological determinism, there must be a form of environmental determinism. One could of course argue that both the climate-as-destiny and the hydraulics-as-destiny theories I’ve just outlined fall into that category. What made Diamond’s work unique, however, was the much more holistic approach he took to the question of environmental determinism.

We tend to see the development of civilization through an anachronistic frame today, one which can distort reality as it was lived by the people of the time. In particular, we’ve taken to heart Thomas Hobbes’s famous description of the lives of primitive humans as “solitary, poor, nasty, brutish, and short,” just as we have the image of the development of agriculture, pottery, and all they wrought as the gateway to a better state of being. What we overlook is that nobody back in the day was trying to develop civilization; for people who have no experience with civilization, the very idea of it is, as I’ve already noted, literally unimaginable. No, people were just trying to get to the end of another day with food in their bellies.

We moderns overlook the fact that primitive farming was really, really hard, while hunting and gathering often wasn’t all that onerous at all when the environment was suited to it. Being a primitive farmer in most parts of the world meant working much longer hours than being a hunter-gatherer. Even today, the people of primitive agricultural societies are on average smaller and weaker than those of societies based on hunting and gathering, tending to die much younger after having lived much more unpleasant lives. The only way anyone would make the switch from hunting and gathering to agriculture was if there just wasn’t any other alternative. The first civilizations, in other words, arose not out of some visionary commitment to progress, but as a form of emergency crisis management.

With this wisdom in our back pocket, we can now revisit our narrative of progress about those first civilizations from a new perspective. Until roughly 12,000 years ago, it just didn’t make sense for people to be anything other than hunter-gatherers; the effort-to-reward ratio was all out of whack for farming. But then that begin to change in some part of the world, thanks to a global change in climate. The end of the Ice Age in about 10,000 BC caused the extinction in some parts of the world of many of the large mammals on which humans had depended for meat, while the same climate change greatly benefited some forms of plant life, among them certain varieties of wild cereals that could, once clever humans figured out the magic of seeds and planting, become the bedrock of agriculture. By no means did all tribes in a given region adopt agriculture at the same time, but once any given tribe began to farm a positive-feedback loop ensued. An agricultural society makes much more efficient use of land — i.e., can support far more people per square mile — than does one based on hunting and gathering. Therefore the populations of nascent civilizations which adopted agriculture exploded in comparison to those neighbors who continued to try to make a go of it as hunter-gatherers despite the worsening conditions for doing so. In time, these neighboring Luddites were absorbed, exterminated, or driven out of the region by their more advanced neighbors — or they eventually learned from said neighbors and adopted agriculture themselves.

All of these things happened in some places that were adversely affected by the change in climate, beginning with the Fertile Crescent, but in other, equally affected places they did not. And in some of these places, the reasons why have long been troublingly unclear. For example, the African peoples living south of the Fertile Crescent suffered greatly from the shortage of wild game caused by the ending of the Ice Age, and had available to them the wild cereal known as sorghum, one of the most important early crops of their counterparts to the north. Yet these peoples, unlike said counterparts, failed to develop agriculture. Similarly, the peoples of Western Europe had flax available to them, while the peoples of the Balkans had einkorn wheat, both also staple crops of the Fertile Crescent. Yet these peoples as well failed to adopt agriculture until having it imposed upon them millennia later by encroachers from the south and east.

What made the Fertile Crescent and a select few other regions so special? It was this confusing mystery that prompted many an archaeologist to reach for ideas like the climate hypothesis and the hydraulic hypothesis.

But what Jared Diamond teaches us is that there’s very little mystery here at all when one looks at the situation in the right light. What made the Fertile Crescent so special was the fact that all of the plants I’ve just mentioned were available, just waiting to be domesticated. A civilization can’t live by sorghum, flax, or einkorn wheat alone; it requires the right combination of crops in order to sustain itself. Agriculture in the Fertile Crescent sprang up around eight staples that have become known as the “founder crops” of civilization: emmer wheat, einkorn wheat, barley, lentils, peas, chickpeas, bitter vetch, and flax. This combination alone provided enough nutrition to sustain a population, if need be, without any form of meat. No other region of the world was so richly blessed.

So, it was only in the Fertile Crescent that the people of approximately 10,000 BC had both a strong motivation to change their way of life from one based on hunting and gathering to one based on agriculture and the right resources at their disposal for actually doing so. In time, some peoples in some other parts of the world would encounter the same combination of motivation and opportunity, and civilizations would take root there as well. Many other peoples would remain happily committed to hunting and gathering, in some cases right up until the present day. One thing, however, would remain consistent: when civilizations which had developed agriculture encountered more primitive people and strongly wished to destroy them, absorb them, or just push them out, they would have little trouble doing so.

With this new way of looking at things, we understand that the reason so many of the first civilizations started in river valleys wasn’t due to the hydraulic hypothesis, or indeed to anything intrinsic to river valleys themselves. People rather moved into river valleys as their last remaining option when the environment outside them became uncongenial to their sustenance. And once they were there, circumstance forced them to become civilized. Thus the climate hypothesis of civilization is correct about one thing, even if it applies the lesson far too narrowly: civilization doesn’t arise in places of plenty; it arises in places where life is hard enough to force people to improvise.

But of course the development of civilization isn’t simply an either/or proposition. Even those civilizations which learned to farm and thus started down a narrative of progress didn’t progress at the same rate. Consider perhaps the most infamous example in history of a more advanced civilization meeting one that was less so: Hernán Cortés’s conquest of the Aztec Empire in the early 1500s with a tiny army that was vastly outnumbered by the native warriors it vanquished. The Aztecs had spotted about a 5000-year head start on the narrative of progress to the Spaniards, who could trace the roots of their civilization all the way back to those earliest settlers of the Fertile Crescent. Yet the timeline alone doesn’t suffice to explain why the Aztecs were so very much less advanced in so many ways. Jared Diamond asserts persuasively that, not only was the Aztec Empire not as advanced as Spain and other European nations in 1500, but it would never, ever have reached parity with the Europeans of 1500, not even if it had been given many more millennia to progress in splendid isolation. The reasons for this come down not to race, to climate, or to some sort of qualitative difference in river valleys, but to a natural environment that was very different in a more holistic sense.

Europeans had been blessed with thirteen different species of large mammals that were well-suited for domestication; these provided them with meat, milk, clothing, transportation, fertilizer, building materials, and, by pulling plows and turning grindstones, the industrial power of their day. In all of these ways, they spurred the progress of European civilization. Central America, by contrast, had no large mammals at all that were suitable for such roles. And in terms of plants as well, luck had favored the Europeans over the Aztecs; the latter lacked the wide assortment of nutrition-rich grains available to the former, having to make do instead with less nourishing corn as their staple crop. All of these factors meant that the Aztecs had to work much harder than the Europeans to feed and otherwise provide for their people. And so we come again to this idea of specialization, and the efficiencies it produces, as a key determinant of the narrative of progress. Will Durant noted that in a well-developed civilization “some men are set aside from the making of material things, and produce science and philosophy, literature and art.” The Aztecs could afford to set far fewer of their citizenry aside for such purposes than could the Europeans — a crippling disadvantage.

And there were still further disadvantages. The wider variety of animal life in Europe had led to the evolution of far more microbes hoping to infect it. European humans had in turn developed resistances to the cornucopia of germs they carried with them to the New World, resistances which the native inhabitants there lacked. And then the fact that Europe’s habitable regions were smaller and more densely populated had resulted in much more intense competition for land and resources, spurring the development of the technologies of warfare. Between Cortés’s guns, germs, and steel, the Aztecs never had a chance. The inexorable logic of environmental determinism ruled the day.

Civilization can hardly be expected to capture all of the nuances of Guns, Germs, and Steel, not least because it was made six years before Jared Diamond’s book was published. Yet to a surprising degree it gets the broad strokes of geography-as-destiny right. Barbarians, for instance, are spawned in the inhospitable polar regions of the world — regions in which agriculture, and thus civilization, is impossible. (Maybe all those barbarians who are constantly encroaching on your territory are really just trying to get warm…) In our real world as well, the polar regions have historically been populated only by primitive hunter-gatherer communities. Thankfully, Civilization has no interest in race as a determining factor in the narrative of progress. The game has occasionally been criticized for stereotyping its various civilizations in its artificial-intelligence algorithms, but one could equally argue that it’s really the individual civilizations’ chosen historical leaders — Abraham Lincoln, Josef Stalin, Napoleon, etc. — that are being modeled/stereotyped.

Jared Diamond’s theory of environmental determinism remains widely respected today if not universally accepted in its entirety. Some have objected to the very spirit of determinism that underlies it, which seems to assert that all of us humans really are strictly a product of our environment, which seems to imply that human history can be studied much as we do natural science, can be reduced to theorems and natural laws. This stands in stark contrast to an older view of history as driven by “great men,” as articulated by Thomas Carlyle: “Universal history, the history of what man has accomplished in this world, is at bottom the History of the Great Men who have worked here.” This approach to history, with its emphasis on the achievements and decisions of individual actors and its love for stirring narratives, has long since fallen out of fashion among academics like Diamond in favor of a more systemic approach. It’s certainly possible to argue that we’ve lost something thereby, that we’ve cut the soul out of the endeavor; we do suffer, it seems to me, a paucity of great tellers of history today. Whatever else you can say about it, Diamond’s approach to history doesn’t exactly yield a page-turner. Where is our time’s Will Durant?

Alexis de Tocqueville, that great French chronicler of early American democracy, mocked both politicians, who believe that all history occurs through their “pulling of strings,” and grand theorists like Jared Diamond, who believe all of history can be boiled down, science-like, to “great first causes.” He wrote instead of “tendencies” in history which nevertheless depend on the free actions of individuals to come to fruition. Maybe we too can settle for a compromise, and say that the conditions at least need to be right in order for our proverbial great persons to build great civilizations. Such a notion was articulated long before current academic fashion held sway by no less august a nation-builder than Otto von Bismark: “The statesman’s task,” he wrote, “is to hear God’s footsteps marching through history, and to try to catch on to His coattails as He marches past.” “It remains an open question,” allows even Jared Diamond, “how wide and lasting the effects of idiosyncratic individuals on history really are.”

For those of us who believe or wish to believe in the narrative of progress, meanwhile, Diamond’s ideas provide yet further ground for sobering thought, for they rather cut against the game of Civilization‘s spirit of progress as an historical inevitability. Consider once again that homo sapiens roughly equal to ourselves in intelligence and capability have been around for 200,000 years, while human civilization has existed for only 12,000 years at the outside. The auspicious beginning to the game of Civilization, which portrays the entire natural history of your planet leading up to the moment in 4000 BC when you take control of your little band of settlers, rather makes it appear that these events were destined to happen. Yet the narrative of progress was anything but an inevitability in reality; its beginning was spurred only by a fluke change in climate. On the shifting sands of this random confluence of events have all of the glories of human civilization been built. Had the fluke not occurred, you and I would likely still be running through the jungle, spears in hand. (Would we be happier or sadder? An interesting question!) Or, had that fluke or some other spur to progress happened earlier, you and I might already be living on a planet orbiting Alpha Centauri.

(Sources: the books Civilization, or Rome on 640K A Day by Johnny L. Wilson and Alan Emrich, The Story of Civilization Volume I: Our Oriental Heritage by Will Durant, Guns, Germs, and Steel: The Fates of Human Societies by Jared Diamond, The Face of the Ancient Orient: Near-Eastern Civilization in Pre-Classical Times by Sabatino Moscati, A Dictionary of the English Language Samuel Johnson, The Spirit of the Laws by Montesquieu, Plough, Sword, and Book: The Structure of Human History by Ernest Gellner, Oriental Despotism: A Comparative Study in Total Power by Karl Wittfogel, The Structures of Everyday Life: Civilization and Capitalism by Fernand Braudel, Souvenirs by Alexi de Tocqueville, and Nationalism: A Very Short Introduction by Steven Grosby; the article “Phantasms of Rome: Video Games and Cultural Identity” by Emily Joy Bembeneck, found in the book Playing with the Past: Digital Games and the Simulation of History; Scientific American of October 2009.)

 

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The Game of Everything, Part 3: Civilization and the Narrative of Progress

You can’t say civilization don’t advance. In every war, they kill you in a new way.

— Will Rogers

Civilization is a game for all time, but the original version of Civilization, as created by Sid Meier and Bruce Shelley and published by MicroProse in 1991, is also a game thoroughly of its time. When you finish guiding your civilization’s history, whether because you’ve conquered the world, been conquered by the world, flown to Alpha Centauri, or simply retired, you’re ranked on a scale of real history’s leaders. If you’ve played really, really badly — as in, closing-your-eyes-and-clicking-randomly badly — you find yourself equated to Dan Quayle, the United States’s vice president as of 1991.

Quayle has long since slunk out of public life, meaning that younger players who try out the game today will likely fail to get the joke here. In his day, however, his vacuousness was legendary enough to make even the most hardened would-be assassin think twice before visiting ill upon President George H.W. Bush. Among Quayle’s greatest hits were the time he claimed the Holocaust had happened in the United States, the time he claimed Mars had a breathable atmosphere and canals filled with water, and the time he lost a spelling bee to a twelve-year-old by misspelling “potato.” And then there was the feud he started with the sitcom character Murphy Brown when she chose to have a child out of wedlock, raising the question of whether he knew that the little people he saw inside his television didn’t actually live there. It says much about what a universal figure of derision he had become by 1991 that Meier and Shelley, in no hurry to offend any potential customer of any political persuasion, nevertheless felt free to mock him in this way as the ne plus ultra of air-headed politicians. Everybody felt free to mock Dan Quayle.

But the spirit of the times in which Civilization was made is woven much deeper into its fabric than a joke tossed onto an end-of-game leader board. In fact, it’s inseparable from the game’s single most important identifying feature. The Advances Chart of which I’ve already made so much reflects a view of history as a well-nigh inevitable narrative of progress — a view that had rather fallen out of favor for much of the twentieth century, but which had come roaring back now at the end of it, prompted by the ending of the Cold War.

It’s very difficult to adequately convey today just how that ending felt to those of us in the West who had lived through what preceded it. Just a few years before, we had shivered in our beds after watching The Day After in the United States or Threads in Britain, while Ronald Reagan droned on obliviously about the Soviet Union as an “evil empire.” A decade earlier, Secretary of State Henry Kissinger had said that the Cold War would be “unending”: “We must learn to conduct foreign policy without escape and without respite. This condition will not go away.” Which was perhaps just as well, given that no one could seem to formulate an endgame for it that didn’t leave the world a heap of irradiated ashes. It was very nearly the conventional wisdom that someday, somehow, a mistake would be made by one side or the other, or one side would simply find itself backed too far into a corner. At that point, the missiles would fly, and that would be that. The logic of history seemed to be on the side of such pessimism. After all, what other weapon in the long history of warfare had humanity ever invented and then not used?

And then, with head-snapping speed, it was all simply… over. Over, for the most part, peacefully. In a series of events so improbable no novelist would ever have dared write them down, one side just decided to give up. The Berlin Wall came down, the Iron Curtain opened, and the Cold War ended in the most blessed anticlimax in the history of the world. As Meier and Shelley were finishing Civilization, the dissolution of the Soviet Union was entering its final stages. In June of 1991, Boris Yeltsin became the first democratically elected president of the nascent “Russian Federation.” In August, the world held its breath as a cabal of communist hardliners mounted a last-ditch coup in the hope of restoring the old order, only to exhale again when the coup collapsed three days later. And on December 26, 1991, a couple of weeks after Civilization had reached store shelves, the Soviet Union was officially dissolved. Russia was once again just Russia.

For those of us in the West, the whole course of events was rather hard to fathom; it was hard to know how to react to suddenly not living under the dark threat of nuclear annihilation. But Americans at least, a people who seldom need much encouragement to wave their flags and play their anthem, soon got with the program and started celebrating the historical triumph of their “way of life.” If they needed any further encouragement, the country’s first post-Cold War military adventure, the pushing of Saddam Hussein’s Iraq out of Kuwait, was being televised live every night on CNN even as the Soviet Union was still winding down. That war proved the perfect antidote to the lingering malaise of Vietnam; it was, at least from the perspective of 30,000 feet shown on CNN, swift and clean, all of the things the “police actions” of the Cold War had so seldom been. The United States was unchallenged in the world, in the ascendant as never before.

The feeling of exaltation wasn’t confined to flag-waving populists. The most-discussed book of 1992 among the chattering classes had no less grandiose a title than The End of History and the Last Man. It was the perfect book for the times, an explication of all the reasons that the United States had triumphed in the Cold War and could now look forward to a world molded in its image. Written by a heretofore obscure member of the RAND think tank named Francis Fukuyama, and based on a journal article he had first published in 1989, the book identified “a fundamental process at work that dictates a common evolutionary pattern for all human societies — in short, something like a Universal History of mankind in the direction of liberal democracy.” (“Liberal” in this context refers to classical liberalism — i.e., prioritizing the sanctity of the individual over the goals of the collective — rather than the word’s modern political connotations.) The central question of history, Fukuyama argued, had been that of how humanity should best order itself, economically and politically, in order to ensure the best possible material, social, and spiritual state of being for everyone. With the end of the Cold War, communism and totalitarianism, the last great challengers to capitalism and democracy by way of an answer to that question, had given up the ghost. From now on, liberal democracy would reign supreme, meaning that, while events would certainly continue, history had come to the fruition toward which it had been building through all the centuries past.

More discussed than actually read even in its heyday, Fukuyama’s book has since become an all-purpose punching bag, described as hopelessly naive in right-wing realpolitik circles and morally reprehensible in left-wing postmodernist and Marxist circles. Widely denounced by the latter group in particular as a purveyor of “jingoist triumphalism” in service of American hegemony, Fukuyama felt compelled to stress in a new 2003 afterword to The End of History that he actually saw the European Union as a better model for liberal democracy’s future than the government of his own country. His book is in many ways a book of its time — an example of a history book itself becoming history — but it’s neither as jingoistic nor as naive as its current reputation would suggest. Most of Fukuyama’s critics fail to address the fact that the idea of a secular historical eschatology hardly originated with him. In fact, he takes pains in the book to situate it within a long-established historiographical tradition, albeit updated to account for such an earth-shaking event as the end of the Cold War.

History as evolutionary progress is an Enlightenment ideal that ironically predates Charles Darwin’s theory of biological evolution. Without it, the American and French Revolutions, those two great attempts to bring concrete form to Enlightenment ideas about human rights and just government, would have been unimaginable. During the decades prior to those revolutions, thinkers like Immanuel Kant, Baruch Spinoza, Thomas Hobbes, David Hume, and Adam Smith had articulated a new way of looking at the world, based on reason, science, humanism, and, yes, progress. “With our understanding of the world advanced by science and our circle of sympathy expanded through reason and cosmopolitanism,” writes the modern-day cognitive psychologist Steven Pinker of the Enlightenment, “humanity could make intellectual and moral progress. It need not resign itself to the miseries and irrationalities of the present, nor try to turn back the clock to a lost golden age.” To be a progressive, then or now, is to believe in the actuality or at least the potentiality of human history as a narrative of progress. It implies a realistic, fact-based approach to problem-solving that prefers to look forward to the future rather than back to the past.

But of course, any rousing narrative of progress worth its salt needs to have a proper bang-up climax. It was the German philosopher Georg Wilhelm Friedrich Hegel in the early 1800s who first proposed the notion of a point of fruition toward which the history of humanity was leading. Indeed, he went so far as to claim that history may have reached this goal already in his own time, with the American Revolution, the French Revolution, and Napoleon’s victory over Prussia at the Battle of Jena in 1806 having proved the superiority of his time’s version of the modern liberal state. (Francis Fukuyama had nothing on this guy when it came to premature declarations of mission accomplished.) Hegel connected his notions of historical progress with a Greek word from classical theology: thymos. It’s difficult to concisely translate, but it connotes the social worth of an individual, the sum total of her competencies and predilections. The ideal society, according to Hegel, is one where each person has the opportunity to become this best self — or, we might say today, to use another word that smacks dreadfully of pop psychology, to “self-actualize.”

This, then, was the natural end point toward which all of history to date had been struggling. As befits a philosopher of the idealist school, Hegel gave the narrative of progress an idealistic tinge which still clings to its alleged rationality even today, whether it takes as its climax Hegel’s universal thymos, Fukuyama’s stable democratic world order, or for that matter Civilization‘s trip to Alpha Centauri.

Narratives of progress had a natural appeal during the nineteenth century, a relatively peaceful era once Napoleon had been dispensed with, and one in which real, tangible signs of progress were appearing at an unprecedented pace, in the form of new ideas and new inventions. In this time before nuclear Armageddon or global warming had crossed anyone’s most remote imaginings, the wonders of technological progress in particular — the railroad, the telegraph, the light bulb — were regarded as an unalloyed positive force in the world. By the latter half of the century, almost everyone seemed to be a techno-progressive. “Upon the whole,” wrote the British statesman William Ewart Gladstone in 1887, “we who lived fifty, sixty, seventy years back have lived into a gentler time.”

Even the less sanguine thinkers couldn’t resist the allure of the narrative of progress. On the contrary: it was Karl Marx among all nineteenth-century thinkers who devoted the most energy to a cherished historical eschatology. With Enlightened scientific precision, he laid out six “phases of history” through which the world must inevitably pass: primitive communism, the slave society, feudalism, capitalism, socialism, and finally true communism. He disagreed with Hegel that liberalism — i.e., capitalism — could mark the end of history by noting, by no means without justification, that the thymos-fulfilling nations the latter praised actually empowered only a tiny portion of their populations, that being white men of the moneyed classes; these were the only people Hegel tended to think of when he talked about “the people.”

But even in the nineteenth century the narrative of progress had its critics. The most vocal among them was yet another German philosopher, Wilhelm Friedrich Nietzsche. Whereas Hegel spoke of the thymos, Nietzsche preferred megalothymia: the need of the superior man to assert his superiority. To Nietzsche, nobility was found only in conflict. All of these so-called “progressive” institutions — such as democracy and human rights — were creating a world of “men without chests,” alienated from the real essence of life; the modern nation-state was “the coldest of all cold monsters.” Hegel had imagined a world where slaves would be freed from their shackles. Maybe so, said Nietzsche — but they will still be slaves. Instead of history as a ladder, Nietzsche preferred to see it as a loop — an “eternal recurrence.” Whether progress was defined in terms of railroads, telegraphs, and light bulbs or social contracts, human rights, and democracies, it was all nonsense, merely the window dressing for the eternal human cycle of strife and striving.

While Nietzsche’s views were decidedly idiosyncratic in his own century, the narrative of progress’s critics grew enormously in number in the century which followed. In contrast to the peace and prosperity that marked the last few decades of the nineteenth century in particular, the first half of the twentieth century was dominated by a devastating one-two punch: the two bloodiest wars in the whole bloody history of human warfare, the second of them accompanied by one of the most concerted attempts at genocide in man’s whole history of inhumanity to man. It wasn’t lost on anyone that the country which had conceived this last, and then proceeded to carry it out with such remorseless Teutonic efficiency, was the very place where Hegel had lived and written about his ideals of ethical progress. Meanwhile, in the Soviet Union, Josef Stalin was turning Marx’s dreams of a communist utopia into another brutal farce. In the face of all this, the narrative of progress seemed at best a quaint notion, at worst a cruel joke. After all, it was only the supposedly civilizing fruits of progress — technology, bureaucracy, a rules-based system of order — that allowed Hitler and Stalin’s reigns of terror to be so tragically effective.

Even when World War II ended with the good guys victorious, any sense that the narrative of progress could now be considered firmly back on track was undone by the specter of the atomic bomb. Maybe, thought many, the end goal toward which the narrative was leading wasn’t an Enlightened world but rather nuclear apocalypse. In his 1960 novel A Canticle for Leibowitz, Walter M. Miller, Jr., introduced a grotesque new spin on Nietzsche’s old idea of the eternal recurrence. He proposed that human civilization might progress from the hunter-gatherer phase to the point of developing nuclear weapons, and then proceed to destroy itself — again and again and again for all eternity. In 1980, the astronomer Carl Sagan upped the ante even further in his television miniseries Cosmos. Maybe, he proposed, the reason we had failed to find any evidence of intelligent extraterrestrial life was because any species which reached roughly humanity’s current level of technological development was doomed to annihilate itself within a handful of years — the eternal recurrence on a cosmic scale.

But then came that wonderful day in 1989 when the Berlin Wall came down. What followed was the most ebullient few years of the twentieth century. The peace treaty which had concluded World War I had felt like something of a hollow sham even at the time, while the ending of World War II had been sobered by the creeping shadows of the atomic bomb and the Cold War. But now, at the end of the twentieth century’s third great global conflict of ideologies, there was seemingly no reason not to feel thoroughly positive about the world’s future. The only problems remaining in the world were small in comparison to the prospect of nuclear annihilation, and they could be dealt with by a united world community of democratic nations, as was demonstrated by the clean, quick, and painless First Gulf War. From the perspective of the early 1990s, even much of the century’s darkest history could be seen in a decidedly different light. Amidst all of the wars and genocides, the century had produced agents for peace like the United Nations, along with extraordinary scientific, medical, and technological progress that had made the lives of countless people better on countless fronts. And, to cap it all off, the fact remained that we hadn’t annihilated each other. Maybe the narrative of progress was as vital as ever. Maybe it just worked in more roundabout and mysterious ways than anticipated. Maybe it was sometimes just hard to see the forest of overall progress amidst all the trees of current events.

As we all know, progress’s moment of triumph would prove even more short-lived than most of history’s golden ages. Within a few years of the fall of the Berlin Wall, an unspeakably brutal war in Bosnia and Herzegovina was showing that age-old ethnic and religious animus could still be more powerful than idealistic talk about democracy and human rights. Well before the end of the 1990s, it was becoming clear that Russia, rather than striding forward to join the international community of liberal democracies, was sliding backward into economic chaos and political corruption, priming the pump for a return to authoritarian rule. And then came September 11, 2001, the definitive ending of the era that would come to be regarded not as the beginning of humanity’s permanently peaceful and prosperous post-history but as the briefly tranquil internecine between the Cold War and a seemingly eternal War on Terror. In a future article, we’ll try to reckon with the changes that have come to the world since those ebullient days of the early 1990s.

Right now, however, let’s turn back to Civilization. Even as I continue to emphasize that Sid Meier and Bruce Shelley weren’t out to make a political statement with their game of everything, I must also note that its embrace of the narrative of progress as its core mechanic, combined with its spirit of rational practicality and a certain idealism, wind up making it a very progressive work indeed. Loathe though he has always been to talk about politics, Meier has admitted to a measure of pride at having included global warming in the game; if you don’t control your modern civilization’s pollution levels, your coastal cities will literally get swallowed up by the encroaching ocean.

I want to stress that “progressive” as I use it here is not a synonym for (non-classically) “liberal”; it’s perfectly possible to be a progressive who believes in smaller government, possible even to be a progressive libertarian. Still, even at the time of the game’s release, when the American right tended to be more trusting of science and objective truth than they’ve become today, its pragmatism about our fragile planet didn’t always sit well with MicroProse’s traditional customer base of largely conservative military-simulation and wargame fans. Computer Gaming World‘s Alan Emrich, who was more than largely conservative, penned the hilarious passage below in his otherwise extremely positive review of the game. It can probably stand in for many a crusty old grognard’s reaction to some of the game’s most interesting aspects (“politically correct,” it seems, was 1991’s version of “social-justice warrior”):

Civilization strives to be a “hip” game, and deals with popular social issues from the standpoint of “political correctness.” Thus, global warming is a tremendous threat. Odd, for such a recent, unproven theory. Evolution is expressed in the game’s introduction, but at least that debate has been around a while. Pollution, therefore, becomes a society’s primary focus after industrialization takes place, with players being channeled toward more politically-correct power plants, recycling centers, and mass transit to address the problem. Even the beta-test “super-highway” Wonder of the World gave way to “women’s suffrage.” While women’s suffrage is a novel concept for its effect during gameplay, it is also another brick in the wall of political correctness.

One hardly knows where to start with this. Should we begin with the bizarre idea that any designer of a massive computer strategy game, about the most unhip thing in the world, would ever have striven to be “hip?” Or with the idea that evolution might still be up for “debate?” Or with the idea that recycling centers and mass transit, and letting women vote, for God’s sake, are dubious notions born of political correctness, that apparent source of all the world’s evils? Or with the last mangled metaphor, which seems to be saying the opposite of what it wants to say? (Was Emrich listening to too much Pink Floyd at the time?)  Instead of snarking further, I’m just going to move on.

A more useful subject to examine right now might be just what kind of progress it is that Civilization‘s Advances Chart represents. The belief to which the game seems to subscribe, that progress in technology and hard science will inevitably drive the broader culture forward, is sometimes referred to as technnological determinism. It can be contrasted with the more metaphysical narrative of progress favored by the likes of Hegel, as it can with the social-collective narrative of progress favored by Marx. Unsurprisingly, it tends to find its most enthusiastic fans among scientists, engineers, and science-fiction writers.

Given the sort of work it is, it makes a lot of practical sense for Civilization to cast its lots with the technologists’ camp; it is, after all, much easier to build into a strategy game the results of the development of the musket than it is to chart the impact of a William Shakespeare. Even outside the rules of a strategy game, for that matter, it’s far more difficult to map great art onto a narrative of progress than it is other great human achievements. While scientists, engineers, and even philosophers build upon one another’s work in fairly obvious way, great artists often stand alone; Shakespeare continues to be widely acknowledged today as the greatest writer of English ever to have lived, even as progress has long since swept all other aspects of his century aside.

Still, importantly, Shakespeare is in the game, as are Michelangelo and Bach, and as are markers of social progress like women’s suffrage and labor unions. (By way of confirming all of Alan Emrich’s deepest suspicions, the game makes communism a prerequisite for the last.) It is, in other words, not remarkable that Civilization on the whole favors a “hard” form of progress; what is remarkable is the degree to which it manages to depart from such a bias from time to time. If the game sometimes strains to find a concrete advantage to confer upon the softer forms of progress — women’s suffrage makes your population less prone to unhappiness, which makes at least a modicum of sense; labor unions give you access to “mechanized infantry” units, which makes pretty much no sense whatsoever — its heart is nevertheless in the right place.

The first people ever to pen a study of Civilization‘s assumptions about history were none other than our old friend Alan Emrich and his fellow Computer Gaming World scribe Johnny L. Wilson, who did so together in the context of a strategy guide called Civilization: or Rome on 640K a Day. It has to be one of the most interesting books ever written about a computer game; it’s actually fairly useless as a practical strategy guide, but is full of fascinating observations about the deeper implications of Civilization as a simulation of history. Wilson writes from a forthrightly liberal point of view, while Emrich is, as we’ve already seen, deeply conservative, and the frisson between the two gives the book additional zest. Here’s what it has to say about Civilization‘s implementation of the narrative of progress:

To be civilized in terms of Sid Meier’s Civilization means to be making material progress in terms of economic well-being and scientific advancement. The game has an underlying belief in such progress. In fact, this dogma is so strong that there is actually no problem in Sid Meier’s Civilization that cannot be solved by human effort (using settler units) or more technology. There are, as a correspondent named Gary Boone wrote to us shortly after the game’s release, no Luddites (reactionary anti-technological activists during the Industrial Revolution) in this game’s universe. It is, to paraphrase Voltaire’s Dr. Pangloss, the best of all progressing worlds.

Many an earnest progressive in the real world has doubtless wished for such an alternate universe. Galileo wished he could write about heliocentrism without being hauled before an ecclesiastical court; Einstein wished he could pursue his Theory of Relativity without contending with a pitchfork-wielding mob of Isaac Newton disciples; modern researchers wish they could explore gene therapy without people forever trying to take their stem cells away. All of these wishes come true in Civilization, that best of all progressing worlds.

Of course, even those of us who proudly call ourselves progressives need to recognize that the narrative of progress has its caveats. Many of the narrative’s adherents, not least among them Civilization, have tended to see it as an historical inevitability. Notably, Civilization has no mechanisms by which advances, once acquired, can be lost again. Yet clearly this has happened in real human history, most famously during the thousand-year interregnum between the fall of the Roman Empire and the Renaissance, during the early centuries of which humanity in the West was actively regressing by countless measures; much knowledge, along with much art and literature, was lost forever during the so-called Dark Ages. (Far more would have been lost had not the Muslim world saved much of Europe’s heritage from the neglect and depredations of the European peoples — much as is done, come to think of it, by a small society of monks after each successive Apocalypse in Miller’s A Canticle for Leibowitz.)

We should thus remember as we construct our narratives of progress for our own world that the data in favor of progress as an inevitability is thin on the ground indeed. We have only one history we can look back upon, making it very questionable to gather too many hard-and-fast rules therefrom. All but the most committed Luddite would agree that progress has occurred over the last several centuries, and at an ever-increasing rate at that, but we have no form of cosmic assurance that it will continue. “The simple faith in progress is not a conviction belonging to strength, but one belonging to acquiescence and hence to weakness,” wrote Norbert Wiener in 1950, going on to note that the sheer pace of progress in recent times had given those times a character unique in human history:

There is no use in looking anywhere in earlier history for parallels to the successful inventions of the steam engine, the steamboat, the locomotive, the modern smelting of metals, the telegraph, the transoceanic cable, the introduction of electric power, dynamite and the high-explosive missile, the airplane, the electric valve, and the atomic bomb. The inventions in metallurgy which heralded the origin of the Bronze Age are neither so concentrated in time nor so manifold as to offer a good counterexample. It is very well for the classical economist to assure us suavely that these changes are purely changes in degree, and that changes in degree do not vitiate historic parallels. The difference between a medicinal dose of strychnine and a fatal one is also only one of degree.

Civilization rather cleverly disguises this “difference of degree” by making each turn represent less and less time as you move through history. Nevertheless, progress at anything but the most glacial pace remains a fairly recent development that may be more of an historical anomaly than an inevitability.

Whatever else it is, the narrative of progress is also a deeply American view of history. The United States is young enough to have been born after progress in the abstract had become an idea in philosophy. Indeed, its origin story is inextricably bound up in Enlightenment idealism. That fact, combined with the fact that the United States has been fortunate enough to suffer very few major tragedies in its existence, has caused a version of the narrative of progress to become the default way of teaching American history at the pre-university level. One could thus say that every American citizen, this one included, is indoctrinated in the narrative of progress before reaching adulthood. This indoctrination can make it difficult to even notice the existence of other views of history.

Civilization, for its part, is a deeply American game, and much about the narrative of progress must have seemed self-evident to its designers, to the point that they never even thought about it. The game has garnered plenty of criticism in academia for its Americanisms. Matthew Kapell, for instance, in indelible academic fashion labels Civilization a “simulacram” of the “American monomythic structure.” Such essays often have more of an ideological axe to grind than does the game itself, and strike me as rather unfair to a couple of designers who at the end of the day were just making a good-faith attempt to portray history as it looked to them. Still, we Americans would do well to keep in mind that our country’s view of history isn’t a universal one.

But if we shouldn’t trust in progress as inevitable, how should we think about it? To begin with, we might acknowledge that the narrative of progress has always been as much an ethical position, a description of the way things ought to be, as it has been a description of the way they necessarily are. This has been the real American dream of progress, one always bigger than the country’s profoundly imperfect reality, one in which much of the world outside its borders has been able to find inspiration. Call me a product of my upbringing if you will, but it’s a dream to which I still wholeheartedly subscribe. To be a progressive is to recognize that the world is a better place than it used to be — that, by almost any measurement we care to take, human life is better than it’s ever been on this little planet of ours — thanks to those Enlightenment virtues of reason, science, humanism, and progress. And it is to assert that we have the capacity to make things yet much, much better for all of our planet’s people.

Progress will continue to be the binding theme of this series of articles, as it is the central theme of Civilization. We’ll continue to turn it around, to peer at it, to poke and prod it from various perspectives. Because ultimately, responsibility for our future doesn’t lie with some dead hand of historical or technological determinism. It lies with us, the strategizers sitting behind the screen, pulling the levers of our real world’s civilizations.

(Sources: the books Civilization, or Rome on 640K A Day by Johnny L. Wilson and Alan Emrich, The Past is a Foreign Country by David Lowenthal, The Human Use of Human Beings by Norbert Wiener, The True and Only Heaven: Progress and Its Critics by Christopher Lasch, History of the Idea of Progress by Ribert Nisbet, The Idea of Progress by J.B. Bury, Enlightenment Now: The Case for Reason, Science, Humanism, and Progress by Steven Pinker, The End of History and the Last Man by Francis Fukuyama, A Canticle for Leibowitz by Walter M. Miller, Jr., Ulysses by James Joyce, Lectures on the Philosophy of History by Georg Wilhelm Friedrich Hegel, Thus Spoke Zarathustra by Friedrich Nietzsche, and The Communist Manifesto by Karl Marx and Friedrich Engels; Computer Gaming World of September 1991 and December 1991; Popular Culture Review of Summer 2002.)

 
 

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The Game of Everything, Part 2: Playing Civilization

As a game designer, you have ultimate power. And with this ultimate power comes very little responsibility.

— Sid Meier

I don’t intend for this series of articles to be a tutorial on the game of Civilization, much less a strategy guide. You can find heaps of that sort of thing elsewhere, written by players much more skilled than I’ll ever be.

That said, it would be helpful for the articles I do want to write if those of you haven’t played the game before, or who haven’t played it in a long time, could have a basic understanding of how its systems fit together. So, let’s start today with a brief guided tour of a typical game’s beginning phases.

The first choice we have to make is whether to play on our own planet Earth or on a randomly generated world. As any Civilization veteran will tell you, this is really no choice at all. Playing on Earth robs the game of the magic of discovery that Sid Meier had found so appealing in Empire, one of Civilization‘s biggest inspirations. When you play on Earth, not only are you playing on a world whose geography you already know, but the various civilizations, including your own, will always start in their historic locations. So, a random world it is.

Having chosen a random world, we can change four parameters that will affect its personality. For this introduction, we just take the default, middle-of-the-road settings.


While our new world is being generated by the computer in the background, we see a little movie showing how our nascent civilization came to be through the forces of geology and biology. Neither the writing nor the graphics are perhaps all they might have been, but it nevertheless gets across the right note of auspicious grandeur.

Now we need to choose our difficulty level. This choice doesn’t so much affect the artificial intelligence’s ability to reason, which is at best limited under any circumstances, so much as it does the amount of cheating the computer does on behalf of one side or the other. The official line has it that the penultimate “King” level offers an equal balance of power, with levels below that giving the advantage to the human player and the ultimate “Emperor” level giving a decided advantage to the computer-run civilizations. In the real world, King is widely considered to provide a very stiff challenge indeed, and Emperor is sometimes simply unwinnable even for the very best players. We’ll take the cakewalk level of “Chieftan” today, if for no other reason than to ensure that we don’t get ourselves wiped out somehow before we’ve gotten through this whole introduction.

Next we choose how many civilizations, including ours, will occupy the planet. We’ll go with a relatively sparsely populated world of just four civilizations because this introduction would prefer to focus on the core mechanisms of the game rather than on diplomacy and other interactions with our rivals.

Now we get to choose which culture — i.e., which civilization — we wish to play as. There are fourteen possible civilizations in the game, but we only get to choose from all of them if we include the maximum of seven active civilizations in our world. Why? I don’t really know; it must have seemed a good idea at the time to Sid Meier and Bruce Shelley. At any rate, the choice is cosmetic only; all cultures are the same from the standpoint of play. Just for the heck of it, we’ll take the Aztecs.

After we’ve chosen, the computer will fill out the rest of the world’s roster of four civilizations with random picks. The computer-controlled civilizations are lent a degree of historical verisimilitude by the fact that their leaders are given different priorities and personalities. The leaders chosen for the various cultures span the ages, from Hammurabi on the part of the Babylonians to Chairman Mao on that of the Chinese.

And so we begin…

We start with a single “settlers” unit. Throughout the game, these will be our workhorse units. Although they have no offensive or defensive capabilities to speak of, they are essential for developing a civilization’s infrastructure: irrigating land, building roads, digging mines, eventually laying down railroads to connect our cities. Their most important capability of all, however, is also the source of their name: one can be ordered to found a new city, whereupon the settler unit disappears and a nascent settlement appears in its place. We could move around a bit to try to find a better spot for our first city, but right where we are, surrounded mostly by fertile grassland and with access to the ocean for when we become a seafaring nation later on, isn’t a bad location. So, on our very first turn, we found our very first city of Tenochtitlan — the name is chosen by the game, although we can change it if we wish to — right here where our very first settler started.

With Tenochtitlan thus established, it’s up to us to direct its development via the city-management screen. This screen is, one might say, the heart of the original game of Civilization, the “country simulator” Sid Meier conceived in 1989, before the military game or the Advances Chart existed. It conveys a lot of information, with much of which we need to have at least a passing familiarity even for the purposes of this brief introduction.

Note the little man at top left, just under the name of the city and its numerical population. Because there’s just one of him, we know that Tenochtitlan is a size 1 city, the smallest possible. More of him will appear as the city grows, but he’s important as more than just a visual depiction of population; he also reflects the city’s morale. At the moment, his neutral-looking appearance tells us that he’s “content,” neither disgruntled nor joyously happy. Managing a city’s morale is beyond the scope of this introduction, but know that it will become a critical area of focus as time goes on and our cities really start to grow. Luckily, we’re playing at the Chieftain level, which means it will be quite some time before morale becomes a pressing concern; the first unhappy citizens won’t start appearing until there are six of those little men lined up in a row for any given city.

Below the little man we have the “City Resources” box. Resources are claimed from the land that surrounds a city, as is illustrated on the map view near the center of the screen. Different types of terrain can produce different types and quantities of resources. We always get the resources located in a city’s central square. In addition, we can “work” one square of land per unit of population size — i.e., per little man — to receive the resources from it as well. The computer initially chooses for us where our workers are placed, but we can always change its choices by clicking on the map view. For now, though, let’s look at the meanings behind the resource icons themselves.

Food production is represented as stalks of wheat, of which each unit of population needs two per turn to avoid famine. Thankfully, our new city is producing four per turn, meaning that we’re generating two extra food per turn beyond our population’s current needs; thus the gap between the two pairs of icons. We’ll return to this extra food in a moment.

Industrial production is represented by the little shields. (“Why shields?” Sid Meier has been asked. “Because they showed up clearly as an 8 X 8 matrix of pixels,” he answered.) They reflect the speed at which the city can build things. We’ll return to them as well in a moment.

The final two icons are a more complicated, interlinked pair. The icon on the third line doesn’t have any obvious name; “trade arrows,” the Civilization community’s standard name for it, will do as well as anything. It represents our city’s combined economic and intellectual potential. The icon on the fourth line represents money; our city is currently generating one “coin” per turn, thanks to its one trade arrow.

But trade arrows need not be used only to generate money. They can also generate what the Civilization community typically calls “science” — meaning intellectual development or research, as represented by little light-bulb icons. In one of those clever little relations with which the game abounds, our science rate is always the inverse of our tax rate. When we began the game, our civilization’s tax rate was set to 50 percent by default, meaning that 50 percent of our trade arrows are converted into coins, the other 50 percent into light bulbs. But because our new city is only producing one trade arrow, and trade arrows cannot be split, the game had given all of our meager trade income to taxes; thus the coin icon below the trade arrow.

We can turn our single coin into a single light bulb by changing our civilization’s tax rate from 50 percent to 0 percent.

Let’s return to the city-management screen now. Notice that the single coin in the fourth row of the City Resources box has indeed been replaced by a single light-bulb icon.

But, you might be asking, what are the coins and light bulbs actually good for anyway? Well, coins are used to pay the upkeep on our cities and military units, and can also be used to rush production jobs faster than a city’s industrial potential would normally allow. And later, when we begin to meet other civilizations, they can be used to pay tributes to them. Light bulbs, on the other hand, are funneled into the research projects that let our civilization climb the Advances Chart and develop new capabilities.

At the Chieftain level the game is kind enough to grant us a starting reserve of 50 coins, and at this early stage of our civilization’s development we have no upkeep costs yet. It’s for this reason that we can safely funnel all of our trade into research right now. Later on, of course, this will no longer be the case.

Now let’s look at the rest of the city-management screen. Remember that extra food from the City Resources box, above and beyond what our city needed to surive? That accumulates turn by turn in the “Food Storage box” to the bottom left. Because Tenochtitlan is a size 1 city, only the first two columns of this box need to be filled right now; a size 2 city will have three active columns, and so on. When the food icons spill past the bottom of the box, our city grows by one, giving us one more little man we need to feed at the cost of two food per turn, but that same little man can in turn be used to work another square, harvesting more resources. The same process is repeated to grow from size 2 to size 3, and so on. Because one more column becomes active in the Food Storage box each time we grow, we need proportionally more food to grow a city to each new stage. Eventually most cities will reach an equilibrium point where they’re using all of their food production just to maintain their existing population. Exactly where that point is depends on the terrain surrounding the city, our efforts to develop said terrain, our type of government, and our technological development.

We’ll skip the empty box at the bottom center of the screen, which can display information on local military units and other things we’d rather not dwell on now. Instead look to the top right. Here we see a list of the all of the major buildings in our city. At the moment, the list consists only of our ruling palace, which we get as a freebie with our first city. Until we do some research, we don’t even have the ability to build much else.

Finally, at bottom right, we see what the city is currently using its industrial potential — those little shield icons — to produce, as well as how far along we are with the current project. We can build, as shown by the menu displayed above, either mobile units or immobile buildings. Note that, because we’re playing at Chieftain level and thus are presumably new to the game, we get some “advisors” offering suggestions of what to do next. Such a level of consideration for the beginning player was still quite unusual in Civilization‘s day, especially in a relatively hardcore strategy game like this one.

Just as with city growth, we need to fill up the shaded area with icons to finish a project. We’re currently building a militia unit, the most basic military unit in the game, which every civilization starts with the ability to make. It’s also the cheapest unit, costing just ten shield icons. Because our city produces two shield icons per turn, it will take a total of five turns, each spanning twenty years — i.e., an entire century in all — to make our first militia. Civilizations in the game, like civilizations in reality, take a while to really get going.

But as we’re waiting on our first militia, the cultural progress which might eventually lead us all the way to Alpha Centauri begins when we’re asked which advance we’d like to research first. With all due respect to our science advisor, we’ll go with Pottery.

Because our research capabilities are so meager, it will take quite a few turns to acquire our first advance. So, we’re back to waiting.

Right on schedule, in 3900 BC, our first militia unit is completed at last. Although we’re itching to use it to explore all that terra incognita around us, we should try to resist the urge. If another civilization or one of the barbarian clans that roam the world should stumble across our single undefended city, that would mark the end of our game right there. Instead we should fortify our militia in the city — fortifying it increases its defensive capabilities by 50 percent — and keep waiting while our city builds a second militia.

In the meantime, we finally discover Pottery. (Yes, that is Sid Meier dressed up as a Roman noble.)

The game helpfully tells us a little bit about the advance — not only about its importance in gameplay terms, but also about its importance in the real history of human civilization.

While our “wise men” are researching our next advance — we’ve chosen Alphabet this time — our second militia unit has been completed, and we use it to begin pushing back the edges of the known world. Notice as well that our city has grown to size 2.

Indeed, the city-management screen for Tenochtitlan shows that everything is going quite well there. We’re still producing plenty of extra food, meaning we can expect to grow to size 3 before too many more centuries have passed, despite the fact that doing so requires a greater absolute quantity of food than did growing from size 1 to size 2. Thanks to our second worker, we’re now generating three trade arrows per turn instead of one, meaning we can expect our research to go three times faster. And the fact that we’ve finished researching Pottery means that we’re now able to start building a granary.

Granaries, like all buildings, provide a benefit to the cities that house them, as is explained by the game’s online help, or “Civilopedia” — itself a very innovative feature in its day. By causing the cities that house them to only empty their Food Storage boxes of half their food when they grow, granaries can in a best-case scenario double the pace of a city’s growth. Note as well, however, that they come with a maintenance cost, meaning our citizens’ blissful tax-free existence must soon come to an end.

We’re still in the very earliest stages of building our civilization, but the completion of our first building nevertheless seems like a good place to wrap up this introduction. In the centuries and millennia to come, we’ll explore the entirety of our starting continent and perhaps, once we get the ships to do so, of our world. We’ll build many new settler units to found many more cities. We may switch from our starting government of Despotism, which is well-suited to a civilization pulling itself up by its bootstraps but not terribly conducive to long-term development, to Monarchy; still later, our civilization might become a republic, a democracy, or even a communist state. We’ll irrigate the fields outside our cities to improve their food yields, build mines in the hills around them to increase their industrial potential, and bind them all together with a network of roads and, eventually, railroads. We’ll build Wonders of the World, both for the concrete benefits they provide and for the bragging rights of having done so. And at some point — possibly as early as next turn, possibly not for many centuries yet — we’ll meet other civilizations. When that happens, we’ll have to decide whether to try to coexist with them peacefully, setting up diplomatic relations and trade routes, or whether to go to war — or perhaps they will force war upon us. Through it all, we’ll keep marching up the Advances Chart, until, just maybe, the fine day will come when we send a spaceship to Alpha Centauri to inaugurate humanity’s next grand adventure.

Each new civilization we make will be shaped to some extent by the pressure of events around it, but much of its personality will always come down to what we feel like trying in that particular game. Free-trading democracy keeping the peace with a strong military it hopes never to use; aggressively expansionist empire that uses its strong military well and often; humble nation concentrating on culture and paying other civilizations tribute to keep them from invading; wily communist state keeping the world off-balance through sabotage and spycraft. All are possibilities worthy of experimentation in the laboratory of Civilization.

A well-developed civilization of AD 1635, in the process of connecting its enormous cities together via railroad.

The core genius of Civilization as a piece of game design is the way that it manages to subsume all of this universe of possibilities, along with every era of technology and culture from 4000 BC to the near future, within the same set of simple rules and processes. Civilization itself isn’t a particularly simple game; there’s always much to think about as you juggle your country’s economy, its military, and its long-term progress. Yet the core mechanisms which foster it all really are disarmingly simple, and change little if at all over the course of 6000 years of history. The game accomplishes this feat by teasing out the core similarities amid all the differences. In terms of transportation infrastructure, railroads are just faster roads; in terms of the military, an armor unit is just a much more potent militia; in terms of progress, each advance is researched in exactly the same way, whether it be the alphabet or atomic physics.

Mechanisms and even interface elements are reused whenever possible. A rather shocking percentage of the game is built around a conceit we’ve already seen plenty of, one that Sid Meier summarizes as “filling up little boxes.” When the Food Storage box is full, a city grows; when a production track is full, a building or unit gets built; when a little light bulb on the main display is full of color, whatever advance is currently being researched gets finished. The thoroughgoing commitment to simple and consistent mechanisms means that a Space Age civilization, although it might have a hundred or a thousand times more population and potential than one just coming out of the Stone Age, is nevertheless controlled exactly the same. Rather than alter the core mechanisms of the game, new developments change only the numbers, or confer some advantage that makes the numbers climb more efficiently; think again of the granary improvement that means that only half instead of all of your stored food disappears when your city grows. Thus when you acquire new capabilities it feels exciting rather than daunting because you already have an intuitive feel for how they work. Civilization does have a learning curve, but it’s one that can be conquered in your first few hours with the game. If you know how to use your settlers to irrigate a field in 2000 BC, you know how to use them to clean up industrial waste in AD 2000.1

Civilization‘s ability to hook its player has achieved legendary status; it was with the appearance of this game that the just-one-more-turn syndrome became an in-joke of gamers everywhere. “There’s a compulsion about it that transcends fun,” notes Sid Meier. He shares an anecdote:

In the middle of development, we went on a vacation, and my brother started playing an early prototype of the game. He was in his teens at the time. We didn’t see him for hours. That was an indication that there was something compelling [here] that we hadn’t tapped into before. We had a sense that there was something a little different about this game.

For all their skill as designers, neither Meier nor Bruce Shelley entirely understood at the time Civilization shipped just how they had managed to create a game that would soon be described as more addictive than crack cocaine. Looking back on it today, Meier believes that the happy (?) accident resulted from the way that Civilization keeps you constantly looking forward to the future — to finishing your research into airplanes, to getting that Copernicus’s Observatory Wonder finally finished, to finally taking out those pesky Mongols — combined with the way that the game’s many overlapping elements make it resistant to the idea of chapter breaks in the unfolding story of your civilization. Big expectations for the immediate future and a lack of obvious stopping places make for a potent combination indeed, one that has led to countless bleary-eyed workdays, to meals untasted, to responsibilities neglected. Once Civilization sucks you into its world, it can be incredibly difficult to climb back out again.

Which isn’t to say that Civilization‘s world is entirely without its discontents. The game does have two significant problems, which I’ll call the devil in the details and the long anticlimax.

The devil in the details arises out of the very goal of most Civilization players: to grow their civilization as much as possible. What’s pleasant and simple at the beginning of the game, when you have just one city to deal with, can become a monumental headache by the middle phases, when you might have a dozen or more cities and, especially if you’re the aggressive type, a hundred or more military units to manage. How do you keep everything straight in such a situation, and how do you keep all the micromanagement from becoming deathly boring? The deeper you play into Civilization, the more time-consuming each turn becomes. Much — most, really — of what you do with all those cities and units is obvious and rote. Each city you found will go through a fairly consistent series of stages in its development: first you’ll want to see to its defense, then you’ll want to construct a granary to speed up its growth, etc. Similarly, units which you’ve decided should be used to accomplish any given strategic or tactical goal generally carry out the details of their work in a fairly rote way. Once you’ve decided to earmark a settler to improve the land around a city, for example, the process of moving it from square to square and issuing commands to irrigate and to build roads becomes a largely mindless one. In addition to the sheer tedium of all this micromanagement, the player who’s trying to think strategically can all too easily begin to miss the forest for all these trees. An extremely small percentage of the orders you issue in any given turn might require real, careful thought, and it’s hard to separate those orders out from all the busywork. It’s hard to feel like Napoleon when you also have to play the role of a low-level bureaucrat in his public-works department.

The long anticlimax, on the other hand, begins after you’ve built your civilization up to a reasonable maturity, have grown more powerful than your biggest rivals — or more powerful than all of them put together — and thus pretty much know that you’re going to win. Sid Meier has famously described a good game as “a series of interesting decisions,” a description which certainly applies to Civilization in the broad strokes. But when you enter the long anticlimax, the interesting decisions are all behind you, yet the game still has a long, long way to go. You’ve reached the point where, if this was a movie, the credits would start to roll. And yet, especially if you’re playing for Alpha Centauri, you could still be facing centuries or millennia of the sort of rote management functions I just described in the previous paragraph. Even if you’re playing to conquer the world, you’re facing a series of wars you know you’re going to win, possibly capped by the supreme anticlimax of scouring the ends of the earth for some final pissant rival marooned on an island somewhere in the middle of nowhere.

These two problems hardly came to Civilization out of the blue. Decades of board-game designs, and a fair number of earlier computer strategy games as well, had struggled with them by the time Meier and Shelley embarked on their game of everything. The pair was sufficiently aware of the devil in the details to take some steps to head him off. They added an option to switch cities into an automated building mode, where the computer chooses whatever building seems appropriate to it to build next. They also made it possible to issue longer-term orders to units, telling them to “go to” a given map square instead of guiding them manually to their destination turn by turn. But, limited as the two designers doubtless were by the technology with which they worked, neither solution turned out to be ideal. The computer’s choices for city development are often inexplicable, and even more often incompatible with whatever specific strategy you happen to be pursuing, while the game’s path-finding is so bad that ordering a unit to “go to” a destination more than half a dozen squares away tends to result in it getting confused, and finally just giving up on some random square that may or may not be closer to the destination than the one it started from.

When I wrote about Railroad Tycoon, Meier and Shelley’s previous strategy game, I described it as a tighter, more elegant design than Civilization in purely structural terms, and I hold to that opinion still. The older game’s limits on the numbers of trains and tracks the player can build keep the combinatorial explosion at bay, and because every game of Railroad Tycoon is limited to exactly 100 years it generally ends while competition is still raging.

Of course, any game is ultimately a partnership between its designer and its player. In the case of Civilization, there are things the player can do to mitigate its two greatest failings. Once the limitations of the path-finding are understood, “go to” orders can become a useful convenience, if not as useful as they might have been, as long as units’ destinations are confined to reasonably straightforward routes covering limited distances. And then, it’s perfectly possible to build a thriving little capitalist democracy of only five or six cities that’s capable of winning the race to Alpha Centauri — thus avoiding much of the tedious micromanagement that goes into more sprawling empires. For that matter, one could even imagine a player setting her own conditions for declaring victory early, thus avoiding the long anticlimax.

At any rate, I certainly don’t want to hammer Civilization too badly on these fronts. These issues really are some of the most intractable in strategy-game design — perhaps some of the most intractable in game design, period — and Meier and Shelley were far from the first to struggle with them in the digital or analog space. In the years since the original Civilization, a multitude of weapons have been brought to bear against them, from artificially-intelligent lieutenants who can be given a broad strategic direction to follow to scenario-based game-ending goals that are more specific than the likes of “conquer the world or fly to Alpha Centauri.” And yet, even with all of the additional computing power available to later designers, no one has ever come up with a true, universal cure for either the devil in the details or the long anticlimax. We’ve merely seen a series of more or less effective efforts to minimize the pain they cause.

Many of the designers applying such painkillers work within a thriving sub-genre that is widely perceived to have been born with Civilization. The first game in the franchise that is still perhaps the most prominent of these would-be heirs, the towering classic-in-its-own-right Master of Orion, appeared in 1993. Like Civilization, it was published by MicroProse, although it was the creation of an outside design team who called themselves Simtex rather than the company’s internal staff. Nevertheless, Civilization showed up in every single review of Master of Orion; Computer Gaming World was typical, calling Meier and Shelley’s game its “spiritual father.” The real lineage of Master of Orion and its countless successors is more complicated than such reviews might have made it seem, with a major debt owed to games like CompuServe’s online MegaWars series, among other relics of the 1980s and even 1970s. Still, the influence of Civilization as well is undeniable. Master of Orion‘s own producer at MicroProse, Jeff Johannigman, loved to describe it as “Civilization in space. ” Computer Gaming World‘s Alan Emrich dubbed it a “4X” game — “explore, expand, exploit, exterminate” — thus coining a name for the budding sub-genre which took no time at all to be retroactively applied to Civilization.

But is the one thing really the same as these other things? Master of Orion and its many successors take place in the distant reaches of space in an imagined far future; Civilization engages with potential histories of our own planet, or at least of one very much like it. This is not a trivial distinction, for it gives Civilization a texture which its peers can’t hope to match. With all due respect to the great builders of fictional worlds among us, the most multifarious, surprising, and fascinating world of all will always be the one we’re living on.

Further, the ruthless zero-sum game implied by the “4X” label doesn’t actually exist in Civilization unless you, the player, want it to. Consider this extract from the original manual, found under the heading of “Winning”:

You win a game of Civilization in either of two ways: by eliminating all rival civilizations or by surviving until the colonization of space begins.

The elimination of all other civilizations in the world is very hard to accomplish. You are much more likely to win by being in existence when colonists reach Alpha Centauri. Even if the colonists are not yours, the successful direction of your civilization through the centuries is an achievement. You have survived countless wars, the pollution of the industrial age, and the risks of nuclear weapons.

Bruce Shelley, who authored the manual, is thus explicitly discouraging the player from approaching Civilization as a zero-sum game: you win simply “by being in existence when colonists reach Alpha Centauri.” This doesn’t mean that all or most players played under that assumption — a topic I’ll return to momentarily — but it’s nevertheless kind of an amazing statement to find in a game like this one, implying as it does that civilization writ large truly is a global, cooperative project. There’s an idealism lurking within Civilization, this game that plays not just with economics and war but with the grandest achievements of humanity, that’s missing in the likes of Master of Orion. It’s notable that, while the history of gaming is littered with hundreds of galaxy-spanning 4X space operas, vanishingly few games beyond Civilization‘s own sequels have attempted to replicate its model of grand strategy.

For me, all of this stuff of history and humanity that goes into Civilization is the reason that, although Railroad Tycoon or even Master of Orion might be better games in structural terms, they can never inspire my imagination in quite the same way. While I hesitate to tell anyone how they should correctly play any game, I’m always a little bemused when I see the folks in the hardcore Civilization community sharing exhaustive breakdowns of how to play every turn with maximal efficiency, as if they were playing a game of chess instead of a grand romp through history. Meier and Shelley must have felt much the same way when, shortly after releasing the original Civilization, they learned that players had developed strategies to beat the game by placing a tiny city on every other square, or by never researching any breakthrough beyond the wheel and the trireme, building endless hordes of chariots, and conquering the world by 1000 BC. They duly put together some patches to try to head off such exploits as much as possible, but they didn’t do so without grumbling that playing Civilization only for the purpose of winning wasn’t quite what they’d had in mind when they were designing it. “To me,” says Meier, “a game of Civilization is an epic story.”

Meier and Shelley had envisioned a more experiential sort of player, one eager to get into the spirit as well as the mechanics of the game. Consider that standard practice among the hardcore of meticulously plotting a path through the Advances Chart in order to get to, say, the key advance of Railroads as quickly as possible. This sort of thing wasn’t what the game’s designers had intended at all. “That’s not how they [the real civilizations of history] did it,” says Meier. “They just figured out one thing at a time.” The designers had pictured a more free-wheeling game with far more space for the player’s experiential imagination, one where you might choose Mysticism as your next subject of research from among half a dozen choices not because it was a key advance on the road to Navigation but because you had chosen to play as a hierarchical, intensely religious society. Far be it from me to tell others how best to enjoy themselves. I know only that I personally prefer to let a game of Civilization breathe a little, to let my imagination roam, to embrace the adventure of human progress.

By this point in my second article on the subject, I feel like I’ve done reasonable justice to Civilization as a game and as a landmark in gaming history. Should any of you still be in doubt: yes, this really is a landmark game, and any of you seriously interested in this medium and its history, even if you don’t normally play strategy games, should give it a try if for no other reason than to know what people like me are talking about when they ramble on about the genius of Sid Meier. The influence of Civilization upon the games that followed it has been pervasive, extending well beyond the 4X genre of grand-strategy games it was retroactively claimed to have birthed. For instance, the tech trees found in almost every real-time strategy game — a far more popular and profitable sub-genre today than 4X games — have their inspiration in Civilization. Even many modern board games, such as those in the so-called “worker placement” genre, owe something to Civilization. It eminently deserves to be considered one of the most important computer games ever made — a game that ushered in a golden age of ambitious grand strategy, that lent its ideas and mechanics to a whole host of other games and genres, but that somehow did all this while holding something back that makes it inspiringly unique, a rare example of a strategy game that’s willing to celebrate the very best of us alongside our wars and folly.

All of which might make for a fine closing statement under other circumstances. But the fact is that I’m not done with Civilization — in fact, far from it. So, having opened this article by telling you what this series of articles is not, let me close it by telling you what I intend for it to be from here on: a close reading of Civilization as a text.

That perhaps sounds a little intimidating, perhaps a little boring, perhaps downright nonsensical. Let me assure you that I don’t want it to be any of those things. A computer game, like a book or, for that matter, a movie, can be called a “text” in that it’s a cultural creation full of assumptions and arguments — some explicit, some implicit, many not even consciously included by its authors.

We might also call Civilization, if we’re feeling generous, a simulation of the processes of history. It’s of course an almost absurdly abstracted simulation of those processes, and one contaminated by heaps of competing concerns. But then, no simulation of anything is a comprehensive reflection of reality; it’s rather a reflection of selected aspects of reality, those judged by its creators to be important. Further, any simulation is modeled not on even a subset of absolute reality but rather on its creators’ understanding of a subset of reality, filtered through their frame of reference, infected with their biases. In the case of, say, the aerodynamic modeling that goes into a flight simulator, the details of all this aren’t likely to be of much interest to those of us who aren’t aerospace engineers. But in the case of Civilization, which attempts to translate many of the most fundamental questions of history into a set of rules and algorithms, they become very interesting indeed.

Let’s think for a moment about the word “history.” What do we really mean by it? The answer might seem obvious: we mean the events that happened in the past. But is that really what we mean?

Is what you had for lunch yesterday the stuff of history? That’s probably not the sort of thing you had in mind when you called history “events that happened in the past.” Fair enough. What about a list of, say, all the computer games that were released in 1991? That’s perhaps getting closer, but it still feels like something is missing, some binding narrative of whys and wherefores to make sense of all that raw data. While most people would accept the statement that Napoleon lost the Battle of Waterloo as an historical fact, a more holistic view of the real history of Waterloo would include a necessarily subjective analysis of the factors that went into his defeat. This act of interpretation is sometimes referred to as “historiography,” as opposed to the raw history it addresses. For the average person on the street, however, historiography for all intents and purposes is history as she thinks of it.

Now let’s think about what we mean when we talk about a game that simulates history. Most such games deal with specific historical events: the 1967 Grand Prix season, the Battle of the Bulge. Yet Civilization is different. It sucks in heaps of historical markers — such as the playable civilizations themselves, the list of great achievements found on the Advances Chart, and the Wonders of the World — but a game of Civilization played as the Romans is in no sense really about the specific history of Rome. This is, after all, a game where an American civilization ruled by Abraham Lincoln can be born in 4000 BC, where an Aztec civilization can conquer the world or send a spaceship to Alpha Centauri. Civilization is rather a game about those aforementioned whys and wherefores of history — or, one might say, about the processes that have resulted in our planet’s history. Sid Meier and Bruce Shelley looked through their library of history books, made their best estimates of how those processes worked, and coded them into a game. In doing so, they rather blithely set down answers for some of the most profound questions one can ask about the public sphere of life. Is progress destined to continue forever? Why do some civilizations succeed and others fail? What are the societal advantages and disadvantages of religious faith? What are the advantages and disadvantages of the various models of economics and government? Is a nationalist or a globalist attitude more conducive to a healthy civilization?

Meier and Shelley didn’t make Civilization in order to advance any particular historiographical argument. They weren’t hoping to make what we today would call a “serious game,” much less a political statement, much less a piece of agitprop. They were making a mainstream game for a mainstream software publisher, and had for obvious reasons no great desire to offend any potential customer whose take on history might be different from their own. Their highest single allegiance was, as Meier has told us so many times, to fun. Yet the fact that the assumptions that went into Civilization weren’t made in service of any particular agenda makes them rather more than less interesting. The obvious problem with a serious game that wants to convince you that, say, it really sucks to work at Kinko’s is the very fact that it does want to convince you of something. It can hardly be regarded as a neutral arbiter, so how can you trust it? Civilization, on the other hand, isn’t consciously trying to sell us on any given view of history. If this fact by no means makes its take on history infallible, it does lend its honestly-arrived-at presumptions a certain good faith that a “simulation” designed as propaganda lacks.

Peering into Civilization in the spirit of historical inquiry can be hugely rewarding in two senses. First of all, there’s the fact that the original game of Civilization has itself long since become history. Here we have an artifact — a text — from a very definite time and place and point of view, created in the United States just after the end of the Cold War by two thoughtful white men of a relatively moderate, conventional political persuasion. We can learn much about the time and place it came from by teasing out its assumptions, and we’ll do a bit of that in the articles to come.

At the same time, though, we can also use Civilization as a tool instead of a subject of inquiry. When we pull out its model of the processes of history and examine it, the game can open up new avenues for interpreting the world we see around us and how it came to be. We’ll be doing even more of that in the articles to come.

Such a project strikes me as a timely exercise. By any objective standard, the world is a better, more peaceful, more prosperous place than it has ever been, yet the prevailing mood of the past few years in much of Western culture has been one of backward-looking pessimism. As I write these words in March of 2018, what have been the core assumptions of Western civilization since the end of World War II — the same conventional wisdom one will find embedded deep within Civilization — are being questioned to an extent I can’t remember ever happening before in my lifetime. An examination of those assumptions and of their validity or lack thereof thus feels like the right thing to do right now, not despite the way that Civilization‘s optimism about humanity’s future feels so out of step with the current times but because of it. We won’t be able to solve our civilization’s current crisis of confidence through a 27-year-old computer game, but perhaps we can come to understand a few things just a little bit better.

(Sources: the anthology Playing with the Past: Digital Games and the Simulation of History, particularly the chapters “Introduction: To Build a Past That Will ‘Stand the Test of Time’ — Discovering Historical Facts, Assembling Historical Narratives” by Andrew B.R. Elliott and Matthew Wilhelm Kapell, “The Same River Twice: Exploring Historical Representation and the Value of Simulation in the Total War, Civilization, and Patrician Franchises” by Rolfe Daus Peterson, Andrew Justin Miller, and Sean Joseph Fedorko, and “Modding the Historians’ Code: Historical Verisimilitude and the Counterfactual Imagination” by Tom Apperley; the books Civilization, or Rome on 640K A Day by Johnny L. Wilson and Alan Emrich and Game Design: Theory & Practice by Richard Rouse III; Computer Gaming World of September 1993, December 1993, and January 1994; Soren Johnson’s interviews with Bruce Shelley and Sid Meier. My huge thanks go to Soren for providing me with the raw audio of his Sid Meier interview months before it went up on his site, thus giving me a big leg up on my research.

Oddly for such a seminal game, the original Civilization has never officially been made available, whether for sale or for free, as a digital download. So, I’ve taken the liberty of hosting it here, in a zip along with some support files that will make it as painless as possible to get running. Just add the appropriate version of DOSBox for your computer.)


  1. The one glaring exception to this rule is the implementation of the game’s potential capstone, the trip to Alpha Centauri. An entirely new element of spaceship design and construction suddenly enters at this point. Introducing such a thing in the endgame of a strategy game that could consume ten or twenty hours to play through is rather jarring. It strikes me as a rare example of Sid Meier, usually a judicious editor of his own designs, letting in one idea too many. 

 
 

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