The rise and fall of the Sid Meier's Civilization franchise from 1991 to 2018 is both one of the great tragedies of the computer gaming industry, and a window into the massive change in psychology of the US ruling class. This thread will explore both.
I have played every civilization game many times, but in preparation for this thread, I have replayed each civilization game at least once from beginning to end; with the exception of Civilization VI, which I refuse to dignify with my further attention.
Civilization I was a groundbreaking game in which the player acts a sort of archon spirit controlling a civilization from it's birth in 4000BC until either it's death by conquest, or it's conquest of the earth. The game was a genre-defining 4x.
The game was implicitly based on both the 18th century view of international relations - that all nations are continuous competitors and that peace is only ever an interlude between wars, and the 20th century notion that the all states are total states.
Civ 2 is essentially a straight remake of the game, but updated to reflect the then-current hardware constraints of the post window-95 world. The game retains the essential political and social perspective of the original game, but with a more elegant skin.
Civ III [2001] was an inflection point; introducing new game concepts which forever altered the telos of the game to reflect the changed underlying assumptions of the creators of the game. Strategic resources, ethnic citizens, stable diplomacy, culture, & non-conquest victory.
The 18th century frame on international relations is gone, replaced with a post-war American anti-colonial frame.
- It's a net-drag to conquer more than ~25% of the globe
- Stable peaceful relations are possible
- resources are scarce and a key cause of war
- Nations form coalitions to resist domination against aggressive players, even if the aggressive player is not the human player.
- Nations consider whether they can win before declaring war.
- Most games end in cultural victory or world government by the UN.
Civ IV [2005] begins is another substantial change in the franchise, ending the "reign of quantity" as the basic principle by which the game is organized through the introduction of real penalties for scale and the concept of "great people".
Civilization IV fundamentally disrupted the assumption of the three previous games that all great nations must control large territories in order to be able to control enough strategic resources and generate enough commerce to remain competitive.
With the addition of religion and diplomatic pledges; Civ 4 game had well begun it's transition into a game of politics and international relations instead of a game of industrial scale and conquest.
Civ 5 made two profound changes that ended the game as previously known forever. Cities defend themselves without the need to muster troops, and units cannot stack constraining dramatically the value of having a large army.
Civ 5 also has the distinction of being the first genuinely bad game in the series. A game with a user interface that is way less information dense, and with a real dedication to a number of mechanics that are totally irrelevant to the outcome of the game (e.g. religion).
Civilization 6 is less an actual game than it is a propaganda art-form designed to express to it's use that the world is constrained by geography which necessitates planning and the voluntary choice not to pursue the 4 x's that were the foundation of the genre. An utter disgrace.
When looked at in totality, you can see the fingerprints of the change in culture of the designers. The men that created Civ I were unapologetically part of the Faustian Western tradition. Civ 6 was created by men who completely disconnected from that tradition.
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We mean to get back to the political settlement of old Christendom, before the crisis of modernity swept it away;
A world where all people groups have both their collective and induvidual interest recognized as fundamentally legitimate, rather than the MLK fantasy where collective interests disappear.
To provide a concrete example; within the envelope of the post-war consensus the only legitimate complaints against immigraition to the UK are harms against induvidual citizens. Some migrants are criminals, or economic drags to the system.
But anyone who is at all thoughtful understands that the actual crime being committed in the UK by the government is not that they failed to vet the new migrants; it's the erasure of the 1500 year old culture in the UK and the dispossession of their patromony.
This crime cannot be articulated within the vocabulary of the post-war consensus.
First, MM takes the position both that he was caught flat footed by Tucker's WWII questions and also that he was surprised by the reaction. I don't believe the later for even a second.
Cooper clearly knows that the narrative of WWII is the central political and religious myth of the western world, and he took a swing at it. If he thought that he could do that on Tucker's show [given why Tucker has a show] without the reaction he got, it's his worst take since "Job was the villain".
I cannot emphasize enough the importance of historical photography to the dissident movement. The world before the GAE must be remembered. Every day you must remind yourself how shabby and pathetic the current vision of the future is.
Attempting to put the GAE on a war footing is one of the riskiest possible maneuvers that are current ruling class could possibly attempt. I would suggest that there is a less than 10% chance they could complete such a maneuver and remain in power.
Here's why 🧵
There first problem would be that they would immediately create a large caste of men with huge incentives to violently defect from the regime. In virtually every case, this has led to large-scale civil unrest.
Second, this would involve training and providing military equipment and command structure to their enemies on a massive scale. These organized structures all immediately become a threat to the regime.
In his 1972 book "violence and the sacred" René Girard observed that in the same way human desire and values follow a memetic pattern, violence and especially political violence has a memetic quality
This memetic process is most profoundly expressed in terms of escalating antagonistic memesis.
"He sends one of yours to the hospital, you send one of his to the morgue."
One of Girard also made the fascinating sociological insights is that this pattern typically resolves not by one side overcoming the other, but by both sides agreeing on a scapegoat, and mutually directing their violent tendencies toward that party.
I think it's appropriate today that we gather a thread in memorandum of Joe Biden, the most popular president in US history, who secured an electoral mandate with an unprecedented 81 million votes.
🧵
The saga begins with the infamous Corn-Pop story, presented here in his abbreviated own words:
"And Corn Pop was a bad dude.
And he ran a bunch of bad boys.
And I did and back in those days –
to show how things have changed –
...
and he said,
‘I’ll meet you outside.’
...
and he said,
‘I’ll be waiting for you.
He was waiting for me with
three guys with straight razors.
Not a joke.
...
So I walked out with the chain.
And I walked up to my car.
And in those days,
you remember the straight razors,
you had to bang ’em on the curb,
gettin’ em rusty,
puttin’ em in the rain barrel,
gettin’ em rusty?
And I looked at him,
but I was smart,
then. I said,
‘First of all,’ I said,
‘when I tell you to get off the board,
you get off the board,
and I’ll kick you out again,"
In one of my favorite moments from the 2019 primary; Joe Biden challenges a primary participant to a pushup contest, beginning with "Now look, Fat!"