posted 07-25-99 11:38 PM ET
In SMAC the factions are often looking for an excuse to go to war. It's rare to have most of the world at peace. Indeed, it's hard to keep your friends from periodically going at each other's throats.This may be because negotiations are bilateral; there are no real multilateral peace deals.
But if the Council were designed to intervene in costly wars, imposing meaningful sanctions not only against atrocities, but also against stubborn belligerents, SMAC would play out rather differently.
Sanctions hardly matter in SMAC, because peace does not offer a significant gain over war. This is because most factions' economies don't need trade. Morgan is the exception, which is all the worse for him.
If the value of trade were increased to over 50% of a typical faction's economy, then they'd need a strong reason to go to war with a valuable trading partner.
Also, resources are rarely as uniformly distributed as they are in SMAC. On Earth, different nations have oil, industrial and strategic metals, labor, capital, and technical expertise, to name some classes of essential economic inputs.
This makes the world economy very differentiated, and the nations mutually dependent.
It also means that if one nation invades another in order to gain a stranglehold on the majority of an essential resource, then other nations will bring pressure to prevent this.
Another consequence is that nations don't generally go to war just for more territory, cities or population, and rarely will they do it for the sole purpose of spreading their philosophy unless they see their opponents as being currently very weak.
Most large-scale wars are fought because one or more major nations are running short of a resource, so they go out and take it. For example, pre-1945 Germany because its population was fast exceeding what its land could support, and WW2 Japan because its oil supplies had been restricted.
Smaller conflicts, like the US-Vietnam and Gulf wars, are fought because one side perceives the other's actions as a danger to the continuing flow of the first nation's vital imports. When this affects many nations, they act as a bloc.
You don't see these kinds of strategic considerations in Civ2 or SMAC, precisely because in those games no nation or faction has a concentration of any resource.
Historically, what constitutes an economically essential good, varies as technology progresses. Once, jewels and gold, silk and spices were among the most valued commodities. Nowadays, it's more likely to be oil, titanium, and uranium, for example.
Civ2 had the right general idea, but it lacked two things: (1) the geographic concentrations of materials, and (2) national economies. Instead, each city, regardless of where it was situated, had three random tradeable items in unit quantity, and three random items it needed, regardless of its size and what buildings it had.
In SMAC, the economy is even more generalised, so every faction has access to all the food, minerals, and energy it needs: rocky, rainy, high squares and rivers are all over the planet, anyone can build a forest, a mine, a farm, a solar collector.
So what is there to trade? So why do we need trading partners? So why would we want peace?
But if Miriam had iron, and Zak had oil, then peace and trade would deliver regular annual supplies, whereas war would cause many lean years for both factions while they desperately attempt to secure each other's sources by conquest.
In that model of the world, only the most desperate outcast, or the most economically backward land-grabbing faction (Genghis Khan, anyone?), would consider war as their first option.
This is because, for every normal situation, war would cost a faction more in the medium term than it could hope to recoup in the long term.
And while some factions were bleeding themselves dry by warring instead of trading, the peaceful traders would be strengthening each other's civil and military industries, and then woe betide any tired warmonger that stepped on their toes.
For example, even in the Middle Ages, the Mongols ran out of puff eventually, and then all their conquests were rolled back by the more industrial nations, and Mongolia was partitioned. Likewise WW2 Germany.
The lesson is: in order to prosper long-term, you need steady trade. Unfortunately, SMAC does not model that, which is why even the Builder factions are easily tempted to war.