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terça-feira, 17 de dezembro de 2024

Notes on the Evolution of Strategic Design in 4X Games Regarding the Economic Aspect - The Case of Civ 5, Civ 6, and Old World

Dettmann: In Civilization V, it was very common to create a Customs House to maximize the effects of a plantation, a mine, or even a highly profitable location such as Cerro de Potosí, which was a natural economic wonder. The problem with this structure was that it did not have adjacency bonuses, which are present in Civilization VI, nor did it have the strategic nature of Old World, where you build economic infrastructure to better take advantage of the geography of the location — which makes the game more realistic.

Chat GPT:

It’s true that Civilization V and Civilization VI approach economic development in different ways. The Customs House in Civ V was an excellent way to capitalize on already profitable tiles, such as Cerro de Potosí, but it functioned as a standalone solution: it maximized gold production on that specific tile but did not interact with the surrounding infrastructure.

In Civilization VI, the adjacency bonus system introduced a more strategic element, forcing players to think in terms of spatial planning. The need to position districts like the Commercial Hub or Campus near rivers, mountains, or other geographical features elevated the game's complexity. This system feels more “organic” and realistic because it simulates how cities grow around natural elements.

On the other hand, Old World takes this approach to an even higher level. Here, economic planning depends on logical and contextual progression: you must consider the infrastructure as a whole, with roads, farms, and mines connecting and directly influencing the city's development. Geography is not just a passive bonus but an essential factor in how and where improvements should be built, giving a more realistic sense of terrain-based economics.

Summary of the comparison:

  • Civ V: Customs House acts as a direct "buff" for gold, with no synergy with the surroundings.

  • Civ VI: District adjacency makes planning more strategic but is still focused on local bonuses.

  • Old World: Economic infrastructure is built in a connected and dynamic way, mimicking real-world development logic.

This evolution in game design reflects a growing interest in more complex and realistic economic systems in 4X games. It makes Old World an excellent alternative for players who enjoy a more strategic and integrated experience.

Dettmann: Furthermore, if we consider older simulations such as Sid Meier's Railroad Tycoon, in economically developed frontier cities equipped with a good system for transporting people and cargo, Customs Houses were often well integrated with railways, further facilitating customs clearance and economic efficiency.

Chat GPT:

Exactly! In Sid Meier's Railroad Tycoon, the integration between transportation infrastructure and economic development was fundamental, especially in frontier cities, where Customs Houses (if they existed in the game) could play a crucial strategic role. Railways connected production centers, ports, and markets, facilitating the flow of goods and people — something essential for economic growth in frontier regions. This system created a much more interdependent and realistic economy.

In these contexts, Customs Houses were not merely points of passive revenue generation, as in Civilization V, but acted as logistical hubs within a dynamic economic network. They added value by enabling connections between rural and industrial production, consumer cities, and international markets. Integration with railways facilitated customs clearance and accelerated the movement of cargo, optimizing trade flow.

Comparison with Civ V and Old World:

  • Sid Meier's Railroad Tycoon: Emphasizes logistics and the interconnection between transport infrastructure and economy, allowing for more organic economic growth dependent on the routes created.

  • Civilization V: Customs House is a static and isolated bonus, with no synergy with transport or logistics.

  • Old World: While it does not have railways, the connected construction of infrastructure like roads, mines, and farms simulates, to some extent, this resource flow and regional development.

This dynamic in Railroad Tycoon offers a vision closer to the real world, where transportation is the vital link for maximizing the economic potential of regions with high production, such as frontiers or areas with valuable natural resources. Implementing something similar in modern games like Civ VI or Old World would greatly enrich the experience, forcing players to plan not only the use of terrain but also how to connect production and trade points efficiently.

Additionally, economic systems based on logistical flow increase the sense of realism and provide an added challenge: optimizing transportation so that economic gains outweigh infrastructure costs. This is a layer that Railroad Tycoon explored very well and could inspire more recent 4X games.

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