This is one for the long term, but I am writing it now to inspire some changes in thinking for when we get there. This is a substantial change to the design, so I don’t want to only bring it up when people are already making plans for exactly what to work on.
From Baklava to salmon hats, culture can be more or less defined as all behaviour that does not come directly from genetic programming, or individual learning, but is instead transferred between individual organisms.
Part of the inspiration for this post was the thought: “In the pre-social stages, you edit the design of a species, and during gameplay you play a single individual of that species. In the Awakening stage, you control a group of people during gameplay, but what do you edit?”
Another motivation here is that Thrive as a project has always quite proudly proclaimed to (attempt to) be relatively scientifically accurate. Both in the mechanics, and in using terminology close to what is used in the sciences. I think we’ve done a pretty good job of that for the fields of biology and chemistry in the biological stages so far, so I feel like we in a way “owe” it to fields like history and sociology to look at the social stages in the same way.
And while I can see a lot of effort that went into existing designs for the later Stages like the Society Stage in concepts like the Nation Editor, I think it does not quite go far enough in applying consensus scientific theories to game design, in the same way that has been done for Microbe/Multicellular Stage and biological evolution.
For example, by tying everything to the “Nation”, they really seem to assume a homogenously mono-cultural nation-state. And while some scholars do see something akin to nations (a large number of people that recognise themselves as a group and connect that to a certain area) in societies back to ancient times, by far the majority consider them to be a modern phenomenon. And certainly, the idea of striving for nation-states is an 18-century invention. The vast majority of states in earth history (especially the large ones) are multi-cultural/ethnic empires. So any serious attempt on our part to approximate history needs to treat cultures and states as connected but separate things.
Focusing more on improving accuracy in general, building mechanics around the concept of cultures is much closer to how scientists talk about human behaviour, especially pre-historical.For example, you can clearly see how in the fields of anthropology and especially archeology, people typically talk about the spread of “material cultures” (as defined by specific recognisable sets of crafted artifacts), long before any recorded history. These recognisably moved around, exchanged knowledge and/or replaced each other. We can even tell in combination with genetic evidence exactly whether certain cultural traits, like agriculture, spread via population replacement or inter-cultural exchange to specific areas.
The Concept
Just like how the game keeps track of different species right now, starting from the Awakening Stage (possibly but less likely the late Aware Stage), the game would keep track of Cultures. Sapient (post-aware Stage) populations/individuals belong to a culture in the same way that populations/individuals currently belong to a species in the biological Stages. Cultures would be an absolutely central part of Awakening and later stages, possessing many traits and statistics critical to the game.
A note on multi-species cultures
I would propose having cultures not be hard-locked to only “belonging” to one species. I do expect in the vast majority of cases, at least before the Space Stage, cultures will be made up of members of the same species. But exactly because we do plan to have a Space Stage eventually, I believe having the implementation be more flexible is the smarter option. This would also leave the door open for having multiple sapient species evolving on one planet in rare cases.
Whatever exact design(s, since the currently written plans have differences between Stages) we decide on for technology discovery, the “possession” of a technology would be linked to a Culture, the same way a cell has an organelle. And similar to how a biological species has behaviour/tolerance sliders, a Culture has sliders on how much they value nature, aggression, cooperation, etc. This could even have interesting combinations, such as an individual’s likelihood of attacking first being a sum of “genetic” aggression and cultural norms. This would then constitute a “Culture Editor” similar to the Cell, Multicellular and Macroscopic Editors.
The difference between cultural and biological evolution is that these cultural changes become much easier/cheaper when you are in contact with another culture that has them. Your neighbours have started planting crops for food? Maybe you can try that. They’re trading food with you? That makes it even easier. Wild and savage barbarians are invading your peaceful society? That motivates people to accept becoming more militaristic themselves.
As Cultures move and spread around the world, members of one Culture also end up in different environments, and/or simply too far to still be in contact with each other. So, again like species, Cultures also end up splitting and diverging into new ones. At first, after minor changes they might still consider themselves “the same” (though mechanically they would be accounted separately), but as differences accumulated, members would see each other as more “different from us.”
More technically, Cultures don’t purely relate to each other in a “descent tree” like species. Instead, any two Cultures have a similarity % based on how much they have in common. They might use this to determine how much members of the Cultures trust/distrust each other. The ease with which technologies and other ideas spread between Cultures would also be affected by this. And for example, the “switch to another related species if you go extinct” ability could use this similarity to pick a “related culture” if yours disappears.
Aware Stage?
As the examples at the start probably suggested, while traditionally seen as a human trait, there has been plenty of research on culture in non-human animals as well. Which means there is an argument for introducing the Culture system late in the Aware Stage. If so, the Awakening Stage should probably be entered upon reaching a certain level of cultural development, rather than pure brainpower.
However this would also have clear issues, such as having to track Cultures for a bunch of additional species that are not relevant to later stages, if we go by the the scientific literature on which species may have something that could be considered culture. Therefore, I think it would be better to have the development of Culture as a mechanic itself, be the defining change at the transition between Aware and Awakening.
Awakening Stage
You would start out with a fairly “blank slate” Culture that doesn’t really alter anything about what abilities you have available or how your species members behave. Possibly, part of your starting cultural traits can be based on the behaviours of your species at the end of Aware.
When moving and spreading around the world as the human species did, you are not moving/controlling the spread of your species per se. Instead, you are now controlling the spread of your culture.
The unique part of this Stage would be co-evolution between culture and biology. As you would still be able to edit your species (though slower and less dramatically than in the Aware Stage), you would also be able to tweak your species to work slightly better with the cultural choices you made.
Society Stage
As referred to earlier, in the Society stage, it is very likely that many “societies” will end up with multiple Cultures inside them, through conquest or otherwise. The “primary” culture of your society, let’s say the one of the “ruling class,” would still be directly controlled by you as it was in the Awakening Stage. However, other cultures in an empire would be evolving independently, though interacting with and exchanging things with your own culture. For example, technologies you research would still only directly go to your primary culture, but it would spread to other cultures in your society faster than those outside. And you could similarly learn things from those other cultures.
I believe that there is also space here (especially after the very start of the Stage) for a “State” layer with laws and institutions, separate from but interacting with the culture itself. But I will leave the specifics of that to other design posts. But the general idea is that your state’s policies might be liked very well by your primary culture, but be despised by some distant subjugated culture, causing problems.
Industrial Stage
Technologies are discovered more frequently/cheaply, but due to the shorter timespans “cultural mutation rate” in general is actually lower. This leads to “hilarious” situations, such as “we invented machine guns, but have not yet realized we should not be running at them” or “machine-powered factories have made artisans unemployed and flooded people into cities without social adjustments, now everybody is miserable.” On the other hand, communication becomes easier, especially worldwide later in the Stage, so ideas and technologies spread faster.
That combination means more spread compared to “fully novel” Culture changes, which then results in some homogenisation worldwide.
Space Stage
The Space Stage has possibly the least solid pre-existing designs, but I can imagine that spreading throughout the solar system, and especially entirely different stars would again be quite a force towards cultures diverging from your own. You will also come across alien Cultures that did not at any point have a relation to, and might even have biological proclivities pushing them towards a different type of Culture from yours. Organising an interstellar empire would then come with many Culture-related problems to solve. But alien cultures could also teach you things that never appeared in your developmental path.
So, this replaces a decent chunk of what is currently known as the “Nation Editor” but does it in a way that also covers our needs in the Awakening Stage without needing a different system there. It also greatly improves the accuracy and believability of the Society Stage(s) while adding a lot more meaningful challenges to play around.