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Empire of the Earth (Piece Done in the Hexagonal Style of Sid Meier): The Biopolitical Thought in an Internet Game CultureMain MenuA Tripartite Plan for the Analysis of an Internet Gaming SubcultureCivilization VThe history of a "video game drug"The Genesis of an Internet SubcultureTracing the roots of the Battle Royale in the inherent staleness of specific-topic internet forumsLearning from Civilization VThe politicization of 'playing' the gameWorks and Images CitedThis page functions as a bibliography for the paper "Empire of the Earth" by Eamonn deLacyEamonn deLacy01c965d8151dc7895c8681bc8cf1f6b2179c634e
The Function of Science in Civilization V
1media/CivTechTree.jpg2015-11-17T03:24:26-08:00Eamonn deLacy01c965d8151dc7895c8681bc8cf1f6b2179c634e71222In which our intrepid author attempts to explain a video game vision of historygallery2015-12-13T12:38:30-08:00Eamonn deLacy01c965d8151dc7895c8681bc8cf1f6b2179c634eIn the previous section, this paper discussed the central importance placed on population in the units of governing that make up Civilization V gameplay. This section goes more in depth on the ludological importance of population by discussing its connection to the science and development of a player's in-game civilization.
One of the most important and recognizable aspects of Civilization V as a game is its treatment of scientific and technological advancement. Alongside population growth, the development and practice of scientific research is of utmost importance in the gameplay of Civilization V. The game's progress is rooted in a teleological vision of scientific development, so that access to vital resources, buildings, and units requires the scientific research of new "Technologies." The research of new technologies is based on the production of "beakers," or science yields, which are themselves closely tied to population. The first major "Science Building," the term for an in-game building which increases/creates science yields, is the Library. The Library makes clear the direct connection between science and population, as it is solely dependent on a city's population for its effectiveness.
Moreover, the game's vision fo scientific development re-inscribes its impulse to re-create the contemporary world. The final (culminating) technologies a player can discover are things like "the Internet," "Globalization" or "Ecology." The possibility for imaginative, non-Western alternative developments are impossible within the confines of the game's teleological scientific system. Scientific success, human progress, is always towards a contemporary, state-based world, one which produces the technologies and machines of the modern world.
Social scientific research, another important facet of gameplay, functions similarly to scientific research. It is defined by a civilization's progression through a variety of "Social Policy" branches. These branches are accessed through the production of "culture," or cultural yields. Cultural yields are closely tied to the use of "Specialist" units in-game, citizens who work in the city, rather than on city tiles, so as to be more focused in their production. As such, social scientific Research in the game serves to further reveal the absolute importance of population in the gameplay of Civilization V.
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12015-11-17T02:12:40-08:00Eamonn deLacy01c965d8151dc7895c8681bc8cf1f6b2179c634eCivilization VEamonn deLacy18The history of a "video game drug"plain2037982015-12-14T11:17:53-08:00Eamonn deLacy01c965d8151dc7895c8681bc8cf1f6b2179c634e
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12015-11-17T02:31:25-08:00Having Fun Isn't Hard with a Civilization V Library3This image of the Paris city screen reveals the production (hammer) cost of the game's Library building. It also reveals how the game's crucial science category is largely dependent on a city's population,. The Library building, and other buildings of its kind, increase the scientific output of a city only in relation to said city's population! 10.media/CivCityLibrary.jpgplain2015-12-13T23:40:08-08:00
12015-11-17T02:47:45-08:00Social Policies in Civilization V3In Civilization V, the variegated development of human societies throughout history is modeled through in-game choices related to which Social Policy branches to choose. A warmongering civilization will follow the "Honor" branch, a religious civilization will follow the "Piety" branch. The "Tradition" social branch, designed for small civilizations centered around a large capital, is by far the most powerful branch in the game, in large part because of its policies which promote population growth. One such policy, "Landed Elite," is highlighted in this image. 11.media/CivPopSocialPolicies.jpgplain2015-12-13T23:40:26-08:00
12015-11-17T02:37:10-08:00The Civilization V Technology Tree2The basic marker of game progress in Civilization V is the discovery of new technologies. These technologies, made to mimic historical developments through titles like "Civil Service" or the more nebulous "Philosophy," provide access to new buildings, units, and resources for civilizations. Of important note is the linear and teleological nature of the technology tree, and it's eurocentric conception of technological progress and era divisions. 9.media/CivTechTree.jpgplain2015-12-13T23:39:39-08:00
12015-11-17T03:24:04-08:00Civilization V Specialists2This slide from the game's "Civilopedia" details how "speciaist" units function within the gameplay. The Artist referenced in the slide produces three "culture" yields per turn, and helps to quicken the passive production of "Great Artist" units. "Great Artist" units, in turn, massively boost a civilization's cultural output. Both serve to quicken the research of new social policies. 12.media/CivSpecialists.jpgplain2015-12-13T23:40:53-08:00