While playing the game Civilization IV I realized that the over-industrialized cities had a great amount of pollution that negatively impacted the people living there, a truth that should be applied to our own society before it is too late. Pollution has always been a great truth that has been either largely denied or ignored, a horrific problem that will only get worse if things continue the way that they are. We live in a world where people care so much about money and products that they are willing to destroy the environment around us to have them. The government does not help this situation, especially with a president who makes ignorant statements such as "I do not believe that global warming exists." There is no reason that any person, especially an educated person, should feel this way within a society where there has been overwhelming research resulting in evidence that proves that global warming very much does exist. During the game when a city becomes over industrialized a green sick face is shown to let the player know that the people are unhappy and ill because of the pollution. If the person playing the game is smart they will attempt to fix this problem, by eliminating some of the industry or finding another way to reduce the pollution. However, when the pollution is ignored the population continues to grow unhappy and ill and eventually the production rate is so low that the city is virtually costing more than it is making. Unfortunately, in the real world there is no automated way of showing the negative effects of pollution, no sick and sad face that shows up on the presidents computer whenever he turns it on. But, even without the sad face, the effects of pollution can be seen and should not be ignored, clear examples like the elimination of our atmosphere, leading to deadly diseases such as skin cancer. In addition, drinking water has been contaminated leading to many health problems, birth defects and mental retardation. Even worse, the air we breathe continues to get worse every year, leading to mass amounts of asthma and other breathing defects, even problems within the lungs. Is the president so stupid that he needs to see the sad face before he does something? Or will he possibly take action before it is too late and the entire United States population becomes ill or in some other way negatively effected by the pollution surrounding them? All of the answers to these questions lay in the future, but hopefully something will be done before it is too late, instead of just ignoring or denying that a problem even exists. While money may be important, if pollution gets too far money will not be able to buy anything, because the world as we know it may not even exist.
Thursday, April 26, 2007
Thursday, April 12, 2007
How much should a government spend?
Determining how much money to spend and what to spend it on has always been a problem for governments worldwide, and also presents an important problem for those people playing Civilization IV as they determine how to allocate their resources. Throughout history many different views have been taken, in many different places, on the role the government should play in the economy. Systems ranged from Marxism to Laissez-faire, with economists claiming each were the best at different time periods and in different nations. In addition, the amount that a government deficit should be has also changed drastically over time, with some economists believing there should not be a deficit at all, and others believing that you had to put money into the economy in order to get money out. All these men beleived they were right, and there is no definite answer, making this one of the most difficult questions to answer, both in the real world and in the game.
According to Heilbroner, during the New Deal of the 1930s the government decided that they were going to spend money in order to benefit society and help to reinvigorate the economy. By creating and funding a GI bill the government allowed "the American system of higher education to grow in leaps and bounds." (140) In addition, during the Cold War massive government spending occured in order to remain equal, or better, than the Soviet Union in the arena of nuclear weapons. Moreover, the government spent a great deal of money on a network of highways that would run nationwide and make transportation within the United States much easier and efficient. Airports were also built at this time to make air travel more affordable and turn it into the travel business that we know so well today. All of these positive changes helped to make American society better for all those citizens living in it, and the government spending clearly was what enabled this to happen, ultimately helping instead of hurting the economy.
While playing the game Civilzation IV the same kind of decisions need to be made, what to build, how much to spend and what resources to use in order to best stablize or invigorate the economy. While the answer to the question of how much the government should spend is never easy, it is clear that government spending is almost always neccessary in order for big projects to be successful. Without government spending things such as air travel and a road system would be nearly impossible to achieve without disastorous effects. In addition, international trade would be almost impossible without officials to regulate and determine the value of different currencies and products. While playing the game it is important to remember that the government should spend money for valuable programs and developments, and also for necessary wars, but should not over-spend because it could lead to the demise of the entire nation. While this happy medium is often difficult to find, it is not impossible, and those players of the game should pay attention to important details and financial situations to ensure that they are making the best decision possible.
According to Heilbroner, during the New Deal of the 1930s the government decided that they were going to spend money in order to benefit society and help to reinvigorate the economy. By creating and funding a GI bill the government allowed "the American system of higher education to grow in leaps and bounds." (140) In addition, during the Cold War massive government spending occured in order to remain equal, or better, than the Soviet Union in the arena of nuclear weapons. Moreover, the government spent a great deal of money on a network of highways that would run nationwide and make transportation within the United States much easier and efficient. Airports were also built at this time to make air travel more affordable and turn it into the travel business that we know so well today. All of these positive changes helped to make American society better for all those citizens living in it, and the government spending clearly was what enabled this to happen, ultimately helping instead of hurting the economy.
While playing the game Civilzation IV the same kind of decisions need to be made, what to build, how much to spend and what resources to use in order to best stablize or invigorate the economy. While the answer to the question of how much the government should spend is never easy, it is clear that government spending is almost always neccessary in order for big projects to be successful. Without government spending things such as air travel and a road system would be nearly impossible to achieve without disastorous effects. In addition, international trade would be almost impossible without officials to regulate and determine the value of different currencies and products. While playing the game it is important to remember that the government should spend money for valuable programs and developments, and also for necessary wars, but should not over-spend because it could lead to the demise of the entire nation. While this happy medium is often difficult to find, it is not impossible, and those players of the game should pay attention to important details and financial situations to ensure that they are making the best decision possible.
Thursday, April 5, 2007
Effects of War Upon the Economy - An Unrealistic Aspect of the Game?
War has been prevalent among nations throughout most of history, a time when increased food, weapons, uniforms and other supplies become neccessary to support soldiers. Therefore, during war time there is increased government spending and often a change in what is produced in order to fulfill these needs. Especially during wars in which a nation is supporting not only itself, but also weaker fighting nations, these demands are incredibly high. Because these demands become so high there is usually a shift in what is being produced, switching to war producing industries instead of consumer goods. Although wars are expensive and often painful, they spark the economy in an interesting way that no other event has ever been able to. Because of this spark, post-war industry is usually at the highest point that a nation sees, with the least unemployment and the greatest amount of consumer spending. However, within the game this change is often not evident, and although the expenses of war take their toll, the post-war economic spark does not seem to be evident.
According to Heilbroner, during World War II "camme a tremendous forced expansion in governent outlays." Prior to this time government intervention in the economy and spending had been limited but this forced the government to increase spending in order to obtain the proper amount of weapons, supplies and food. By 1944 the government had spent over $100 billion, realizing that as long as production grew then a great federal deficit could be manageable. This great spending helped to lift America out of it's economic depression, ending a great amount of the previous unemployment and allowing the economy to revive because of the great amount of money that was now being put into it. Without WWII the depression could have lasted much longer. Even after the war ended unemployment was not as high as expected and the economy did not collapse to the pre-war depression.
However, within the game Civilization IV, war never seems to help an economy but only to hurt it unless another nation is acquired, along with all of it's resources and factories. War, just as in real life, is very expensive and takes an economic toll on the nation but does not seem to do anything to spark the economy. Ultimately, in the game the spending of war only goes to hurt the civilians of a nation instead of helping them, leading only to suffering and poverty but never to prosperity. This is obviously inaccurate, at least historically, and is a part of the game that could possibly be altered to create a more realistic situation.
According to Heilbroner, during World War II "camme a tremendous forced expansion in governent outlays." Prior to this time government intervention in the economy and spending had been limited but this forced the government to increase spending in order to obtain the proper amount of weapons, supplies and food. By 1944 the government had spent over $100 billion, realizing that as long as production grew then a great federal deficit could be manageable. This great spending helped to lift America out of it's economic depression, ending a great amount of the previous unemployment and allowing the economy to revive because of the great amount of money that was now being put into it. Without WWII the depression could have lasted much longer. Even after the war ended unemployment was not as high as expected and the economy did not collapse to the pre-war depression.
However, within the game Civilization IV, war never seems to help an economy but only to hurt it unless another nation is acquired, along with all of it's resources and factories. War, just as in real life, is very expensive and takes an economic toll on the nation but does not seem to do anything to spark the economy. Ultimately, in the game the spending of war only goes to hurt the civilians of a nation instead of helping them, leading only to suffering and poverty but never to prosperity. This is obviously inaccurate, at least historically, and is a part of the game that could possibly be altered to create a more realistic situation.
Wednesday, March 28, 2007
Importance of Competition within a Market
Throughout history, and even today, the importance of competition within a market has been recognized. Without competition it is impossible for the market to be guided by an invisible hand and the economy will ultimately falter, with both consumers and manufacturers suffering. This can be seen both within the game and within a historical perspective, showing the truth that can shine through. Although it is seen on a more global level within the game, the same types of truths can be applied to a a real life domestic situation. Although there have been points in history where this competition was endangered, governments have realized the problems that would result and have taken steps to prevent the endangerment of a free market without restrictions on competition.
Within the American economy there was a time when large trusts and corporations came to dominate the market and essentially eliminate competition, allowing them to set high prices that had to be paid if a certain good or service was desired. As the robber barrons began to take over they dominated the market in their fields, setting high prices and becoming rich while preventing the poor from affording goods and services that were sometimes necessary to their lives. According to Heilbroner in chapter five of The Making of Economic Society, "a production syste originally characterized by large numbers of small enterprises increasingly gave way to one in which production was concentrated in the hands of a relatively few." (88) Although this initially increased competition because small monopolies in small towns were eliminated by the large scale competition, but as trusts were formed and businesses grew even larger than the government prices remained high and sometimes inaffordable. However, the governent realized the danger that these monstrous trusts could cause both on competition and even on the government of the nation and passed laws such as the Sherman Antitrust Act and the Clayton Antitrust Act to prevent these trusts from continuing in such a monopolistic manner.
This same type of logic can be applied in the game, although it will usually be on more of a global scale than a domestic scale. However, even domestically if too much production is concentrated in one city the people become ill because of the fumes and all of the other cities have insufficient funds and food. If this happens then the other cities will suffer and the people in these cities will suffer and may even starve. In the same way, if one nation holds the entire supply of a certain good, service or idea that another nation wants they can either hold it for themselves and be the sole benficiary or can sell it for a very high price. Therefore, it is good to develop the first ideas and technologies in the game, before competitiors, in order to hold a certain type of advantage. However, these ideas and technologies should not be limited to only one city within a nation or the results could be disastorous.
Competition is essential within any market economy and if it disappears the economy will eventually suffer. Although it may seem like a good option at the time, governments have realized the dangers and passed laws to prevent trusts or monopolies from taking over. This same logic can be applied in order to ensure a successful economy within the game.
Within the American economy there was a time when large trusts and corporations came to dominate the market and essentially eliminate competition, allowing them to set high prices that had to be paid if a certain good or service was desired. As the robber barrons began to take over they dominated the market in their fields, setting high prices and becoming rich while preventing the poor from affording goods and services that were sometimes necessary to their lives. According to Heilbroner in chapter five of The Making of Economic Society, "a production syste originally characterized by large numbers of small enterprises increasingly gave way to one in which production was concentrated in the hands of a relatively few." (88) Although this initially increased competition because small monopolies in small towns were eliminated by the large scale competition, but as trusts were formed and businesses grew even larger than the government prices remained high and sometimes inaffordable. However, the governent realized the danger that these monstrous trusts could cause both on competition and even on the government of the nation and passed laws such as the Sherman Antitrust Act and the Clayton Antitrust Act to prevent these trusts from continuing in such a monopolistic manner.
This same type of logic can be applied in the game, although it will usually be on more of a global scale than a domestic scale. However, even domestically if too much production is concentrated in one city the people become ill because of the fumes and all of the other cities have insufficient funds and food. If this happens then the other cities will suffer and the people in these cities will suffer and may even starve. In the same way, if one nation holds the entire supply of a certain good, service or idea that another nation wants they can either hold it for themselves and be the sole benficiary or can sell it for a very high price. Therefore, it is good to develop the first ideas and technologies in the game, before competitiors, in order to hold a certain type of advantage. However, these ideas and technologies should not be limited to only one city within a nation or the results could be disastorous.
Competition is essential within any market economy and if it disappears the economy will eventually suffer. Although it may seem like a good option at the time, governments have realized the dangers and passed laws to prevent trusts or monopolies from taking over. This same logic can be applied in order to ensure a successful economy within the game.
Importance of Competition within a Market
Throughout history, and even today, the importance of competition within a market has been recognized. Without competition it is impossible for the market to be guided by an invisible hand and the economy will ultimately falter, with both consumers and manufacturers suffering. This can be seen both within the game and within a historical perspective, showing the truth that can shine through. Although it is seen on a more global level within the game, the same types of truths can be applied to a a real life domestic situation. Although there have been points in history where this competition was endangered, governments have realized the problems that would result and have taken steps to prevent the endangerment of a free market without restrictions on competition.
Within the American economy there was a time when large trusts and corporations came to dominate the market and essentially eliminate competition, allowing them to set high prices that had to be paid if a certain good or service was desired. As the robber barrons began to take over they dominated the market in their fields, setting high prices and becoming rich while preventing the poor from affording goods and services that were sometimes necessary to their lives. According to Heilbroner in chapter five of The Making of Economic Society, "a production syste originally characterized by large numbers of small enterprises increasingly gave way to one in which production was concentrated in the hands of a relatively few." (88) Although this initially increased competition because small monopolies in small towns were eliminated by the large scale competition, but as trusts were formed and businesses grew even larger than the government prices remained high and sometimes inaffordable. However, the governent realized the danger that these monstrous trusts could cause both on competition and even on the government of the nation and passed laws such as the Sherman Antitrust Act and the Clayton Antitrust Act to prevent these trusts from continuing in such a monopolistic manner.
This same type of logic can be applied in the game, although it will usually be on more of a global scale than a domestic scale. However, even domestically if too much production is concentrated in one city the people become ill because of the fumes and all of the other cities have insufficient funds and food. If this happens then the other cities will suffer and the people in these cities will suffer and may even starve. In the same way, if one nation holds the entire supply of a certain good, service or idea that another nation wants they can either hold it for themselves and be the sole benficiary or can sell it for a very high price. Therefore, it is good to develop the first ideas and technologies in the game, before competitiors, in order to hold a certain type of advantage. However, these ideas and technologies should not be limited to only one city within a nation or the results could be disastorous.
Competition is essential within any market economy and if it disappears the economy will eventually suffer. Although it may seem like a good option at the time, governments have realized the dangers and passed laws to prevent trusts or monopolies from taking over. This same logic can be applied in order to ensure a successful economy within the game.
Within the American economy there was a time when large trusts and corporations came to dominate the market and essentially eliminate competition, allowing them to set high prices that had to be paid if a certain good or service was desired. As the robber barrons began to take over they dominated the market in their fields, setting high prices and becoming rich while preventing the poor from affording goods and services that were sometimes necessary to their lives. According to Heilbroner in chapter five of The Making of Economic Society, "a production syste originally characterized by large numbers of small enterprises increasingly gave way to one in which production was concentrated in the hands of a relatively few." (88) Although this initially increased competition because small monopolies in small towns were eliminated by the large scale competition, but as trusts were formed and businesses grew even larger than the government prices remained high and sometimes inaffordable. However, the governent realized the danger that these monstrous trusts could cause both on competition and even on the government of the nation and passed laws such as the Sherman Antitrust Act and the Clayton Antitrust Act to prevent these trusts from continuing in such a monopolistic manner.
This same type of logic can be applied in the game, although it will usually be on more of a global scale than a domestic scale. However, even domestically if too much production is concentrated in one city the people become ill because of the fumes and all of the other cities have insufficient funds and food. If this happens then the other cities will suffer and the people in these cities will suffer and may even starve. In the same way, if one nation holds the entire supply of a certain good, service or idea that another nation wants they can either hold it for themselves and be the sole benficiary or can sell it for a very high price. Therefore, it is good to develop the first ideas and technologies in the game, before competitiors, in order to hold a certain type of advantage. However, these ideas and technologies should not be limited to only one city within a nation or the results could be disastorous.
Competition is essential within any market economy and if it disappears the economy will eventually suffer. Although it may seem like a good option at the time, governments have realized the dangers and passed laws to prevent trusts or monopolies from taking over. This same logic can be applied in order to ensure a successful economy within the game.
Thursday, March 22, 2007
The Importance of an Industrial Revolution
Throughout history and even into today those nations that are economically most successful are those that were the first to have successful Industrial Revolutions, and the same can be seen when playing the game Civilization IV. Today the most succesful nations economically are the United States, England, France and China, all of which had successful and powerful industrial revolutions that are almost always quickly expanding and growing. In the same way, those nations within the game that are continuously developing new technologies and expanding production are those that are most succesful due to their increased wealth and better tools for fighting in wars and growing food. Essentially, an industrial revolution is completely necessary for a nation that intends to be one of the most succesful, whether in war, food growth or trade.
As Heilbroner explains in chapter four of The Making of Economic Society, "the third essential source of economic wealth is industry," a statement that could not be more true. All of the top powers in the world were able to achieve and maintain that status initially because they could produce more food, later more goods, and therefore more economic wealth. As seen in the game the quicker technologies expand the more money you will have and the more success you will have in wars and trade, making you a powerful ruler that other nations will not attempt to destroy. Although it took nations a long time to develop the monetary stability and cultural status to be ready for an industrial revolution once it happened it was incredibly powerful and changed the nations forever. England had the first Industrial Revolution, with Arkwright's spinning jenny, and the english pound is still one of the most valuable currencies in the world, showing the importance and significance that having the first industrial revolution allowed this nation.
When a nation has an industrial revolution it allos a "transformation of an essentially commercial and agricultural society into one in which industrial mmanufacture became the dominant mode of organizing economic life." (Heilbroner ch. 4) This allowed for the creation of cities as we know the today and a largely increased sense of production. Ultimately, by having an Industrial Revolution a nation "ushers in a rise of living standards on a mass scale unlike anything that the world had ever known." (Heilbroner ch. 4) Even the poor could benefit from this revolution because many new jobs opened up for them and the prices of goods went down because they were now being mass produced by machines instead of produced by hands, reducing the time it took significantly. Therefore, within the game it is always a good idea to have an industrial revolution if the option is presented, and developing technology becomes increasingly important as the game progresses and other nations do so. If a nation falls too far behind technologically it will become inferior and ultimately run out of money or be conquered.
In conclusion, an industrial revolution is necessary for any nation that wishes to be economically successful. In addition, an industrial revolution will help a nation not only economically but also in war through new technologies and in food production. Therefore, by having an industrial revolution the standard of living is garunteed to increase for all people, even if some may benefit more than others. The only time that this will not hold true is when "a country's population is growin even faster than its incresed output." (Heilbroner ch. 4) In the end, the best way to advance a nation is to allow for an industrial revolution, and this truth holds both in the game and in the real world.
As Heilbroner explains in chapter four of The Making of Economic Society, "the third essential source of economic wealth is industry," a statement that could not be more true. All of the top powers in the world were able to achieve and maintain that status initially because they could produce more food, later more goods, and therefore more economic wealth. As seen in the game the quicker technologies expand the more money you will have and the more success you will have in wars and trade, making you a powerful ruler that other nations will not attempt to destroy. Although it took nations a long time to develop the monetary stability and cultural status to be ready for an industrial revolution once it happened it was incredibly powerful and changed the nations forever. England had the first Industrial Revolution, with Arkwright's spinning jenny, and the english pound is still one of the most valuable currencies in the world, showing the importance and significance that having the first industrial revolution allowed this nation.
When a nation has an industrial revolution it allos a "transformation of an essentially commercial and agricultural society into one in which industrial mmanufacture became the dominant mode of organizing economic life." (Heilbroner ch. 4) This allowed for the creation of cities as we know the today and a largely increased sense of production. Ultimately, by having an Industrial Revolution a nation "ushers in a rise of living standards on a mass scale unlike anything that the world had ever known." (Heilbroner ch. 4) Even the poor could benefit from this revolution because many new jobs opened up for them and the prices of goods went down because they were now being mass produced by machines instead of produced by hands, reducing the time it took significantly. Therefore, within the game it is always a good idea to have an industrial revolution if the option is presented, and developing technology becomes increasingly important as the game progresses and other nations do so. If a nation falls too far behind technologically it will become inferior and ultimately run out of money or be conquered.
In conclusion, an industrial revolution is necessary for any nation that wishes to be economically successful. In addition, an industrial revolution will help a nation not only economically but also in war through new technologies and in food production. Therefore, by having an industrial revolution the standard of living is garunteed to increase for all people, even if some may benefit more than others. The only time that this will not hold true is when "a country's population is growin even faster than its incresed output." (Heilbroner ch. 4) In the end, the best way to advance a nation is to allow for an industrial revolution, and this truth holds both in the game and in the real world.
Tuesday, March 6, 2007
Market Economies- Invisible Hand is the Best Way to Determine Supply and Demand
Supply and Demand form vital parts of an economic system, and if not determined properly can cause for extreme over or under production of products, a fact that governments of any nation must take into account, whether in real life or the game. Almost everyone knows the basic idea of supply and demand, including the inverse relationship between the two factors, but very few realize the extreme importance of it within a society. Historically, those rulers who attempted to control the supply and demand within an economy were usually unsuccessful and caused dramatic starvation and lack of goods. However, a market economy, uncontrolled by the government or only with necessary restrictions, seems to be the best means of producing the right amount of goods because everyone involved benefits from the system. Likewise, the sooner that a market economy can be established in Civilization IV the better, usually enhancing both production and gold supply while increasing the happiness of the people.
Historically, and even today, supply and demand are important factors that must be properly balanced in order to assure the economic success of a nation. Supply is defined as "a schedule of quantities a seller is willing to sell per unit of time at various prices, other things constant," while demand is defined as "a schedule of quantities of a good that wil be bought per unit of time at various prices, other things constant." (Colander) When these two things are in corespondance with one another it is known as equilibrium. All nations are working towards equilibrium price and quantity, which basically say that supply and demand are equal to one another and there is no excess or shortage within a nation, defining a perfect economy. Although this ideal is nearly impossible, the closest any nation has come to achieving it is through a market economy and the idea of Adam Smith's invisible hand. Therefore, a market economy is the best way that a ruler of a nation can assure at least partial economic success and it is smart for this to be applied as quickly as possible within a nation.
Likewise, applying a market economy as soon as possible within the game will help a nation achieve the best economic success. As soon as this system is applicable I advise that any gamer choose it as the means for the society because it will allow for the best production and success. It also increases gold supply and happiness of those living within the society. If this is applied trade will prosper and almost every aspect of the nation will improve. It is much easier to allow an invisible hand to determine supply and demand than attempting to do it yourself, a commonly proven fact in nations using socialism or communism.
In conclusion, supply and demand can be best determined within a market economy using an invisible hand. Applying this both in real life and within the game will help to increase success both economically and socially. It allows for competition that results in benefits for both the consumer and the producer within the society. In addition, this competition leads to a better product that will increase trade and make american products more desirable. I believe that market economies are the only logical and successful way to control supply and demand within a society.
Historically, and even today, supply and demand are important factors that must be properly balanced in order to assure the economic success of a nation. Supply is defined as "a schedule of quantities a seller is willing to sell per unit of time at various prices, other things constant," while demand is defined as "a schedule of quantities of a good that wil be bought per unit of time at various prices, other things constant." (Colander) When these two things are in corespondance with one another it is known as equilibrium. All nations are working towards equilibrium price and quantity, which basically say that supply and demand are equal to one another and there is no excess or shortage within a nation, defining a perfect economy. Although this ideal is nearly impossible, the closest any nation has come to achieving it is through a market economy and the idea of Adam Smith's invisible hand. Therefore, a market economy is the best way that a ruler of a nation can assure at least partial economic success and it is smart for this to be applied as quickly as possible within a nation.
Likewise, applying a market economy as soon as possible within the game will help a nation achieve the best economic success. As soon as this system is applicable I advise that any gamer choose it as the means for the society because it will allow for the best production and success. It also increases gold supply and happiness of those living within the society. If this is applied trade will prosper and almost every aspect of the nation will improve. It is much easier to allow an invisible hand to determine supply and demand than attempting to do it yourself, a commonly proven fact in nations using socialism or communism.
In conclusion, supply and demand can be best determined within a market economy using an invisible hand. Applying this both in real life and within the game will help to increase success both economically and socially. It allows for competition that results in benefits for both the consumer and the producer within the society. In addition, this competition leads to a better product that will increase trade and make american products more desirable. I believe that market economies are the only logical and successful way to control supply and demand within a society.
Market Economies- Invisible Hand is the Best Way to Determine Supply and Demand
Supply and Demand form vital parts of an economic system, and if not determined properly can cause for extreme over or under production of products, a fact that governments of any nation must take into account, whether in real life or the game. Almost everyone knows the basic idea of supply and demand, including the inverse relationship between the two factors, but very few realize the extreme importance of it within a society. Historically, those rulers who attempted to control the supply and demand within an economy were usually unsuccessful and caused dramatic starvation and lack of goods. However, a market economy, uncontrolled by the government or only with necessary restrictions, seems to be the best means of producing the right amount of goods because everyone involved benefits from the system. Likewise, the sooner that a market economy can be established in Civilization IV the better, usually enhancing both production and gold supply while increasing the happiness of the people.
Historically, and even today, supply and demand are important factors that must be properly balanced in order to assure the economic success of a nation. Supply is defined as "a schedule of quantities a seller is willing to sell per unit of time at various prices, other things constant," while demand is defined as "a schedule of quantities of a good that wil be bought per unit of time at various prices, other things constant." (Colander) When these two things are in corespondance with one another it is known as equilibrium. All nations are working towards equilibrium price and quantity, which basically say that supply and demand are equal to one another and there is no excess or shortage within a nation, defining a perfect economy. Although this ideal is nearly impossible, the closest any nation has come to achieving it is through a market economy and the idea of Adam Smith's invisible hand. Therefore, a market economy is the best way that a ruler of a nation can assure at least partial economic success and it is smart for this to be applied as quickly as possible within a nation.
Likewise, applying a market economy as soon as possible within the game will help a nation achieve the best economic success. As soon as this system is applicable I advise that any gamer choose it as the means for the society because it will allow for the best production and success. It also increases gold supply and happiness of those living within the society. If this is applied trade will prosper and almost every aspect of the nation will improve. It is much easier to allow an invisible hand to determine supply and demand than attempting to do it yourself, a commonly proven fact in nations using socialism or communism.
In conclusion, supply and demand can be best determined within a market economy using an invisible hand. Applying this both in real life and within the game will help to increase success both economically and socially. It allows for competition that results in benefits for both the consumer and the producer within the society. In addition, this competition leads to a better product that will increase trade and make american products more desirable. I believe that market economies are the only logical and successful way to control supply and demand within a society.
Historically, and even today, supply and demand are important factors that must be properly balanced in order to assure the economic success of a nation. Supply is defined as "a schedule of quantities a seller is willing to sell per unit of time at various prices, other things constant," while demand is defined as "a schedule of quantities of a good that wil be bought per unit of time at various prices, other things constant." (Colander) When these two things are in corespondance with one another it is known as equilibrium. All nations are working towards equilibrium price and quantity, which basically say that supply and demand are equal to one another and there is no excess or shortage within a nation, defining a perfect economy. Although this ideal is nearly impossible, the closest any nation has come to achieving it is through a market economy and the idea of Adam Smith's invisible hand. Therefore, a market economy is the best way that a ruler of a nation can assure at least partial economic success and it is smart for this to be applied as quickly as possible within a nation.
Likewise, applying a market economy as soon as possible within the game will help a nation achieve the best economic success. As soon as this system is applicable I advise that any gamer choose it as the means for the society because it will allow for the best production and success. It also increases gold supply and happiness of those living within the society. If this is applied trade will prosper and almost every aspect of the nation will improve. It is much easier to allow an invisible hand to determine supply and demand than attempting to do it yourself, a commonly proven fact in nations using socialism or communism.
In conclusion, supply and demand can be best determined within a market economy using an invisible hand. Applying this both in real life and within the game will help to increase success both economically and socially. It allows for competition that results in benefits for both the consumer and the producer within the society. In addition, this competition leads to a better product that will increase trade and make american products more desirable. I believe that market economies are the only logical and successful way to control supply and demand within a society.
Tuesday, February 27, 2007
Successful Economy through International Trade
International Trade becomes detrimental to the economic success of a nation as it progresses and hopes to advance. This truth can be seen both in the game and in the history of almost all economically successful nations on earth. It becomes almost impossible for a nation to shut itself off from international trade if it has valuable goods that other nations desire, just as Japan was unable to prevent trade with the United States after an attack. International trade has become an important part of the world economy today and very few countries can remain self sufficient and isolated from the rest of the world. Likewise, trade between nations becomes an important part of the game almost initially, and increases in importance as the nation progresses and attempts to gain further economic success.
Over time international trade has become an important and indispensable part of not only the United States economy but of economies throughout the world. All of the most economically successful nations are involved in an intricate network of trade with one another in order to best distribute resources; very few nations remain independent within today's economy. According to Colander in chapter three of Economics, sixth edition, since the 1990s international trade has grown to an even greater level due to the ".com" era and expansion of buying and selling on the internet, something known as e-commerce. With e-commerce international trade has grown increasingly easier and people with access to a computer and internet now have the entire world to purchase products from, not just the United States. This new convenience increases competition and therefore allows for the best prices and the best products to be available to consumers, while those companies not willing to conform to internet based business will eventually go bankrupt. Because of the increase in competition, not only domestic but also foreign, prices drop and the best products are produced for the consumer, ultimately allowing all those involved to benefit, except for the companies that can not compete and therefore go bankrupt.
Because of the new e-commerce expansion and the willingness of consumers to purchase products over the internet instead of in stores, global corporations have expanded rapidly. According to Colander, global corporations are "corporations with substantial operations on both the production and sales sides in more than one country." Global corporations allow companies to employ the best suited candidates for a job, regardless of location, and therefore can increase their success. In addition, global corporations allow the business to escape some of the costly or time consuming laws of one country by operating mainly in a different country. All of these become benefits for the corporation, which ultimately results in a better and cheaper product for the consumer, allowing both the consumer and the corporation to benefit. In addition, international trade allows nations to get products that are much more costly for them to produce from another nation, once again allowing both nations to benefit. It would be nearly impossible for economies to advance to this rate without international trade and global corporations.
Looking at the historical perspective of global nations, on which the game Civilization IV is based, one can apply the same ideas to the game and gain great success. Almost immediately international trade is introduced to the game and allows nations to benefit from one another, although initially it is not quite as important as it will later become. This trade allows nations to gain gold, food, ideas, and supplies that would not otherwise be available to them within their own nation. As the game, and therefore time, goes on, trade becomes increasingly important and those nations that do not participate have much less success within their economy and gold supply. In addition, ideas can also be transferred through trade, such as religion and democracy. Without these ideas people within a nation are often unhappy and less productive, once again resulting in a less successful economy. Overall, international trade increases productivity, gold, and the greater happiness of the people within a society. Those who chose not to participate in international trade make a choice that could harm not only their economy but the entire success of their nation.
In conclusion, international trade becomes detrimental to the economic prosperity of a nation as it advances technologically and culturally. Without international trade nations have no way of competing with those nations who do use economic trade and will remain less successful due to opportunity costs and the price of making certain products with limited resources. Using trade helps nations to advance their economy and makes the people within the nation happier overall. Not to use international trade, either in real life or the game, is a poor choice and should be avoided at all costs.
Over time international trade has become an important and indispensable part of not only the United States economy but of economies throughout the world. All of the most economically successful nations are involved in an intricate network of trade with one another in order to best distribute resources; very few nations remain independent within today's economy. According to Colander in chapter three of Economics, sixth edition, since the 1990s international trade has grown to an even greater level due to the ".com" era and expansion of buying and selling on the internet, something known as e-commerce. With e-commerce international trade has grown increasingly easier and people with access to a computer and internet now have the entire world to purchase products from, not just the United States. This new convenience increases competition and therefore allows for the best prices and the best products to be available to consumers, while those companies not willing to conform to internet based business will eventually go bankrupt. Because of the increase in competition, not only domestic but also foreign, prices drop and the best products are produced for the consumer, ultimately allowing all those involved to benefit, except for the companies that can not compete and therefore go bankrupt.
Because of the new e-commerce expansion and the willingness of consumers to purchase products over the internet instead of in stores, global corporations have expanded rapidly. According to Colander, global corporations are "corporations with substantial operations on both the production and sales sides in more than one country." Global corporations allow companies to employ the best suited candidates for a job, regardless of location, and therefore can increase their success. In addition, global corporations allow the business to escape some of the costly or time consuming laws of one country by operating mainly in a different country. All of these become benefits for the corporation, which ultimately results in a better and cheaper product for the consumer, allowing both the consumer and the corporation to benefit. In addition, international trade allows nations to get products that are much more costly for them to produce from another nation, once again allowing both nations to benefit. It would be nearly impossible for economies to advance to this rate without international trade and global corporations.
Looking at the historical perspective of global nations, on which the game Civilization IV is based, one can apply the same ideas to the game and gain great success. Almost immediately international trade is introduced to the game and allows nations to benefit from one another, although initially it is not quite as important as it will later become. This trade allows nations to gain gold, food, ideas, and supplies that would not otherwise be available to them within their own nation. As the game, and therefore time, goes on, trade becomes increasingly important and those nations that do not participate have much less success within their economy and gold supply. In addition, ideas can also be transferred through trade, such as religion and democracy. Without these ideas people within a nation are often unhappy and less productive, once again resulting in a less successful economy. Overall, international trade increases productivity, gold, and the greater happiness of the people within a society. Those who chose not to participate in international trade make a choice that could harm not only their economy but the entire success of their nation.
In conclusion, international trade becomes detrimental to the economic prosperity of a nation as it advances technologically and culturally. Without international trade nations have no way of competing with those nations who do use economic trade and will remain less successful due to opportunity costs and the price of making certain products with limited resources. Using trade helps nations to advance their economy and makes the people within the nation happier overall. Not to use international trade, either in real life or the game, is a poor choice and should be avoided at all costs.
Tuesday, February 20, 2007
Agricultural Significance withing Civilization IV
Civilization IV presents a realistic interpretation of the importance of agricultural ingenuity to the success of a society or empire within the game, portraying a common truth of historic societies. Without success in agriculture it becomes very difficult to obtain success in any other realm of society, mainly because there can be no specialists or nobility if plentiful food sources can not be obtained from the masses. All of the great empires of the past discovered ways to best use their land and resources for food production, just as players of Civilization IV must attempt to do. According to Heilbroner and Milberg in The Making of Economic Society, Twelfth Edition, it becomes impossible for a nation or empire to industrialize if agricultural success can never be reached, a truth that Civilization IV also portrays. Although most ancient societies never reached the peak of market economy, those who came closest were those who mastered the art of farming and used the excess food the greatest advantage of the empire.
Almost all the great ancient societies were mainly agricultural, according to Heilbroner and Milberg, exemplifying the importance of thriving farming and production within an empire. Furthermore, even the most industrialized modern societies "in a sense....live off the soil." (16) This same truth can be applied throughout the game, no matter what age or time period the nation is in, if agriculture can not be maintained the people will starve and vanquish. Therefore, maintaining strong food sources within one's nation becomes one of the best ways to ensure success throughout the game. In order to advance industrially there must be enough surplus food for specialists to develop the necessary technology and for workers to become industrial instead of agricultural. Basically, a small number of farmers must be able to support a large population before a nation can really advance in any way. Therefore, "all that differentiates an 'industrial' society from an 'agricultural' one is the number of the nonagricultural population that its food growers can support." (16)
Moreover, technological and agricultural success often parallel one another because increased technology allows farmers to produce more food and therefore support more non-agricultural workers, who then create more technology to help the farmer. Therefore, as long as agricultural success increases, technological success is almost sure to follow. This can explain one of the main reasons that nations such as America and England find such great economic success, because they were the first to master and expand on farming, and therefore farmers in these nations could sustain the greatest number of people who then increase technology. This technique can also be applied to the game, first building up the food source, then allowing for technology that will make food production easiest and most successful, which will then further increase the success of the entire nation. By building aqueducts or selecting for other technologies that will enable farmers to produce more food at a quicker rate, I learned that my nation increased it's success and advanced even further. Once again, I feel that initially focusing on agriculture, and ensuring it's success periodically throughout the game, will lead to the greatest and most powerful empires within the game.
Heilbroner and Milberg claim that "all ancient societies were basically rural economies," but these rural economies established the important groundwork for the market economy that we use today. (17) By enabling even a small percentage of people to focus on technology through better farming, some of the best ancient nations developed strong road systems and weapons that enabled them to rise above and beyond the average economic and social position of an empire at that time. However, farmers today live in a very different world and "are very much bound up in the web of transactions characteristic of a market society." (17) All products that they produce are typically sold on the market and all necessary technology that they purchase is typically bought on the market, making them active members in the market economy. Although this was not as typical in ancient societies, they still traded in a more barter-like fashion, enabling farmers to receive necessary supplies through feeding of the masses. Once again, this can be applied to the game, showing the importance and intricacy of food production for a society. Farmers should be glorified and made to prosper, and if they are not then a society is doomed, because without food there can never be success.
Ultimately, I believe that one of the main components of creating a successful empire in Civilization IV is to increase food production to the greatest possible degree. With increased food production a monarchy, and later democracy, can be established and greater happiness will be available to the people living within the empire. In addition, new technologies can be easily developed if enough surplus food is available to maintain those industrial workers and specialists that are not farming. A key factor to winning this game, just as a key factor in historically successful empires, is food production and use of the land to the greatest possible extent.
Almost all the great ancient societies were mainly agricultural, according to Heilbroner and Milberg, exemplifying the importance of thriving farming and production within an empire. Furthermore, even the most industrialized modern societies "in a sense....live off the soil." (16) This same truth can be applied throughout the game, no matter what age or time period the nation is in, if agriculture can not be maintained the people will starve and vanquish. Therefore, maintaining strong food sources within one's nation becomes one of the best ways to ensure success throughout the game. In order to advance industrially there must be enough surplus food for specialists to develop the necessary technology and for workers to become industrial instead of agricultural. Basically, a small number of farmers must be able to support a large population before a nation can really advance in any way. Therefore, "all that differentiates an 'industrial' society from an 'agricultural' one is the number of the nonagricultural population that its food growers can support." (16)
Moreover, technological and agricultural success often parallel one another because increased technology allows farmers to produce more food and therefore support more non-agricultural workers, who then create more technology to help the farmer. Therefore, as long as agricultural success increases, technological success is almost sure to follow. This can explain one of the main reasons that nations such as America and England find such great economic success, because they were the first to master and expand on farming, and therefore farmers in these nations could sustain the greatest number of people who then increase technology. This technique can also be applied to the game, first building up the food source, then allowing for technology that will make food production easiest and most successful, which will then further increase the success of the entire nation. By building aqueducts or selecting for other technologies that will enable farmers to produce more food at a quicker rate, I learned that my nation increased it's success and advanced even further. Once again, I feel that initially focusing on agriculture, and ensuring it's success periodically throughout the game, will lead to the greatest and most powerful empires within the game.
Heilbroner and Milberg claim that "all ancient societies were basically rural economies," but these rural economies established the important groundwork for the market economy that we use today. (17) By enabling even a small percentage of people to focus on technology through better farming, some of the best ancient nations developed strong road systems and weapons that enabled them to rise above and beyond the average economic and social position of an empire at that time. However, farmers today live in a very different world and "are very much bound up in the web of transactions characteristic of a market society." (17) All products that they produce are typically sold on the market and all necessary technology that they purchase is typically bought on the market, making them active members in the market economy. Although this was not as typical in ancient societies, they still traded in a more barter-like fashion, enabling farmers to receive necessary supplies through feeding of the masses. Once again, this can be applied to the game, showing the importance and intricacy of food production for a society. Farmers should be glorified and made to prosper, and if they are not then a society is doomed, because without food there can never be success.
Ultimately, I believe that one of the main components of creating a successful empire in Civilization IV is to increase food production to the greatest possible degree. With increased food production a monarchy, and later democracy, can be established and greater happiness will be available to the people living within the empire. In addition, new technologies can be easily developed if enough surplus food is available to maintain those industrial workers and specialists that are not farming. A key factor to winning this game, just as a key factor in historically successful empires, is food production and use of the land to the greatest possible extent.
Tuesday, February 13, 2007
Are Roads Important in a Civilization?
Civilization IV presents the opportunity to build roads to those playing the game, but it seems almost like an afterthought, secondary to building up an economy and cities, presenting the question of the importance of roads within a society. Throughout history some societies have chosen to focus on building a strong road system, such as that of the Roman Empire, while others have had virtually no roads whatsoever. While reading The Making of Economic Society, Twelfth Edition, by Heilbroner and Milberg I realized the importance of roads historically, and questioned their importance in the game. Roads have been important to success in trading, travel, and maintaining power throughout much of history and in many societies. However, while playing the game I only built roads as an afterthought, more concerned with obtaining gold, food and technology, in addition to expanding my empire.
Building a comprehensive road system gave historical societies a chance to better travel and trade, while allowing an emperor to retain power over his vast empire, as seen in the incredibly successful Roman empire. According to Heilbroner and Milberg in the third chapter of their book, Europe first began to see an emerging market economy through the traveling merchants who visited their towns and brought exotic products for the citizens to purchase. These merchants insisted on being payed in gold, comparable to currency in today's economy, although this policy was highly unlikely in the mostly feudal economy of the time, and presented the first view of commerce and trade that would eventually lead to a market economy. However, the advancement of a market economy through the traveling merchants became drawn out and slow, taking hundreds of years, mainly because insufficient roads caused these merchants to travel slowly from town to town. In addition, not only was it difficult to move goods over the roads, or pathways as the case may be, it was also difficult for people to move or travel over these roadways. Difficulty of travel may be one reason that people remained content to live on a manor, with no desire to see the world or experience a different lifestyle, since it would be incredibly difficult and maybe even impossible. According to Heilbroner and Milberg, "until the roads recovered, economic movement was limited and limping," one explanation for the success of feudalism and lack of economic prosperity within Middle Ages Europe. These observations and comments prove that if Europe had built a sufficient road system earlier in it's history it may have been more successful both economically and militarily.
After realizing the importance of a thorough road system for the advancement of a civilization historically, especially in an economic sense, I began to question my nearly non-existent road system within the game. While playing the game I chose to focus mainly on obtaining new technologies and used my workers mainly to build new cities so I would be able to obtain more research opportunities. I also found it important to make democratic contacts with other civilizations and to expand my empire as far as possible. Finally, I managed to build a somewhat functioning, but by no means perfect, economy by growing vast amounts of food and choosing the technologies, such as banking and math, that promised to advance my economy. I managed to bring in enough gold this way for my empire to be fairly successful, but did not have the richest economy of all the empires in the game, which could cause a problem should war or a desire to conquer other nations occur. Now that I have been reminded by Heilbroner and Milberg about the historical importance of roads, I intend to build a highly functional road system within my civilization to see if it advances trade and travel, ultimately hoping to better my economy. I feel that this new strategy will help to advance the position of my civilization within the game and will hopefully make me the most successful ruler of all the nations.
In conclusion, roads have had a historical significance in the success of nations, economies, trade and travel ever since great empires began to be built. Rome presents a great example of what a wide-ranging road system can do for an empire and shows the success that it brought about. Through this road system, the emperor was able to maintain control over his vast empire by easily deploying military units to sections where people were attempting to rebel. In addition, trade and travel could easily occur within the empire, furthering the economy and leading for an advancement of the people living within the civilization. Without these roads, Rome may never have become one of the greatest empires of all times and may have remained an unknown and short-lived empire. Roads are important within all societies, even today, and this leads me to believe that they would also be significant within the game, a theory I intend to test the next time that I play. Without roads travel and trade would be much more difficult, and even impossible in some areas, and the world would be an incredibly different place from what it is today.
Building a comprehensive road system gave historical societies a chance to better travel and trade, while allowing an emperor to retain power over his vast empire, as seen in the incredibly successful Roman empire. According to Heilbroner and Milberg in the third chapter of their book, Europe first began to see an emerging market economy through the traveling merchants who visited their towns and brought exotic products for the citizens to purchase. These merchants insisted on being payed in gold, comparable to currency in today's economy, although this policy was highly unlikely in the mostly feudal economy of the time, and presented the first view of commerce and trade that would eventually lead to a market economy. However, the advancement of a market economy through the traveling merchants became drawn out and slow, taking hundreds of years, mainly because insufficient roads caused these merchants to travel slowly from town to town. In addition, not only was it difficult to move goods over the roads, or pathways as the case may be, it was also difficult for people to move or travel over these roadways. Difficulty of travel may be one reason that people remained content to live on a manor, with no desire to see the world or experience a different lifestyle, since it would be incredibly difficult and maybe even impossible. According to Heilbroner and Milberg, "until the roads recovered, economic movement was limited and limping," one explanation for the success of feudalism and lack of economic prosperity within Middle Ages Europe. These observations and comments prove that if Europe had built a sufficient road system earlier in it's history it may have been more successful both economically and militarily.
After realizing the importance of a thorough road system for the advancement of a civilization historically, especially in an economic sense, I began to question my nearly non-existent road system within the game. While playing the game I chose to focus mainly on obtaining new technologies and used my workers mainly to build new cities so I would be able to obtain more research opportunities. I also found it important to make democratic contacts with other civilizations and to expand my empire as far as possible. Finally, I managed to build a somewhat functioning, but by no means perfect, economy by growing vast amounts of food and choosing the technologies, such as banking and math, that promised to advance my economy. I managed to bring in enough gold this way for my empire to be fairly successful, but did not have the richest economy of all the empires in the game, which could cause a problem should war or a desire to conquer other nations occur. Now that I have been reminded by Heilbroner and Milberg about the historical importance of roads, I intend to build a highly functional road system within my civilization to see if it advances trade and travel, ultimately hoping to better my economy. I feel that this new strategy will help to advance the position of my civilization within the game and will hopefully make me the most successful ruler of all the nations.
In conclusion, roads have had a historical significance in the success of nations, economies, trade and travel ever since great empires began to be built. Rome presents a great example of what a wide-ranging road system can do for an empire and shows the success that it brought about. Through this road system, the emperor was able to maintain control over his vast empire by easily deploying military units to sections where people were attempting to rebel. In addition, trade and travel could easily occur within the empire, furthering the economy and leading for an advancement of the people living within the civilization. Without these roads, Rome may never have become one of the greatest empires of all times and may have remained an unknown and short-lived empire. Roads are important within all societies, even today, and this leads me to believe that they would also be significant within the game, a theory I intend to test the next time that I play. Without roads travel and trade would be much more difficult, and even impossible in some areas, and the world would be an incredibly different place from what it is today.
Tuesday, February 6, 2007
Tecnological Advances - Historically vs. The Game
Civilization IV is an advanced game that attempts to recreate the effects that certain actions, such as inventing and adopting technologies, will have on a society; however, several differences can be seen in the way that technology affects the game and in the way that technology affected history. Although this may seem trivial to an average person playing the game solely for enjoyment, when using this game as a teaching method it can misinform a player about technology and the effect that it can have on a society. Thus far in the game, cities create and readily adopt technologies which persevere within the society until a better technology is found to replace it; however, historically speaking this adoption and perseverance in all societies is not necessarily the case. Moreover, all societies within the game seem to advance at a relatively equal pace, each adapting helpful technologies and often trading with one another, but historically some societies advanced at a much quicker rate than others.
Civilization IV presents technologies solely as helpful and reliable tools that will be readily adopted and used within all societies that have the option; however, historically many societies have come into contact with technologies, either through their own innovation or through interaction with other societies, and have quickly rejected them. For example, after building cities within the game certain technologies are presented as options for the leader to choose to research and develop, after which the society ultimately adopts them. Although leaders can choose not to research or develop technologies, they will remain without gold, food, or the proper weaponry for fighting against enemies and maintaining their city. Basically, if a person wishes not to lose the game they must develop technologies at a rate almost the same as that of their surrounding societies.
However, historically, and even today, some societies chose not to develop technologies that seem mundane and everyday within modern and developed societies; moreover, some societies developed certain technologies and then chose to abandon them and eliminate further use. For example, archaeologists found the Phaistos disk, an ancient type of printing press and alphabet, at the site of a Minoan palace on the island of Crete but no evidence of it's use could be found at the site. Since archaeologists dated it around 1700 B.C. it would be "by far the earliest printed document in the world." Despite the fact that the Minoans developed this early technology, they decided against use and continued to live a more primitive lifestyle, probably because it was costly and few people within the society were literate. However, if this event had occured within the game, the society would immediately have adopted it and began use to "better" their society. Because of this fact the game does not take into account that technologies are usually "a matter not of individual inventiveness but of the receptivity of whole societies to innovation." Within the game all societies seem receptive to innovation as long as the leader chooses to research and adopt it within the society. On the other hand, the game does show that a lack of technology can lead to loss within battles and war, a fact that has been seen throughout history. Because of this fact, for leaders wishing to maintain their society, especially those on a large continent and surrounded by potential enemies, "war has often been a leading stimulant of technological innovation." Therefore, the game does present some realistic aspects of innovation and technological adoption, but for the most part presents an unrealistic view of the receptivity and use of technology within a society.
In addition, the relatively equal pace at which societies in the game seem to advance presents a historical inconsistency, not showing that some societies advance much slower than others, often by choice. Although many people attempt to explain this historical inconsistency based on location and resources, "on any continent, at any given time, there are innovative societies and also conservative ones." One reason that some societies do not adopt technologies that they come into contact with is that they feel the upkeep of the technology would outweigh any benefits that might come from it. Another reason is that the society is relatively conservative and resistant to chance, preferring to maintain tradition and live as their fathers did. In addition, in order for a society to adopt and advance technology they must be sedentary, so any nomadic society can not become as technologically advanced as sedentary neighbors. Almost all societies within the modern world are sedentary, but some, such as those people living in New Guinea, choose to live simpler lifestyles without modern technologies. Therefore, although the game represents societies as advancing almost equally in the technological realm, historically societies did not do so.
Although many people consider Civilization IV a great game both for enjoyment and educational purposes, it does contain some recognizable historical inconsistencies. Technological innovation within the game must be adopted and maintained in order to prevent take over from enemies, loss of gold and food, and ultimately loss of the game. However, historically many societies chose not to adopt technologies available to them, but instead to lead a more simple lifestyle. Many reasons can be presented for this choice, ranging from cost of upkeep to traditional values and lifestyles, but for whatever reason many societies rejected technologies presented to them by outsiders. Even today, when most of the world can not imagine living without technology, some societies still live only with the simplest tools and lifestyles. For example, the New Guineans have very few tools other than those necessary to maintain their crops and lifestyles. These people chose to live without any modern luxuries or technologies and often do not even use clothes. However, this society remains self-functioning and fully intact, proving that technology is not necessary for survival. Ultimately, Civilization IV represents a portrayal of building and maintaining a society within the world, but fails to be completely historically accurate, especially in regards to technological innovation and adaptation.
Civilization IV presents technologies solely as helpful and reliable tools that will be readily adopted and used within all societies that have the option; however, historically many societies have come into contact with technologies, either through their own innovation or through interaction with other societies, and have quickly rejected them. For example, after building cities within the game certain technologies are presented as options for the leader to choose to research and develop, after which the society ultimately adopts them. Although leaders can choose not to research or develop technologies, they will remain without gold, food, or the proper weaponry for fighting against enemies and maintaining their city. Basically, if a person wishes not to lose the game they must develop technologies at a rate almost the same as that of their surrounding societies.
However, historically, and even today, some societies chose not to develop technologies that seem mundane and everyday within modern and developed societies; moreover, some societies developed certain technologies and then chose to abandon them and eliminate further use. For example, archaeologists found the Phaistos disk, an ancient type of printing press and alphabet, at the site of a Minoan palace on the island of Crete but no evidence of it's use could be found at the site. Since archaeologists dated it around 1700 B.C. it would be "by far the earliest printed document in the world." Despite the fact that the Minoans developed this early technology, they decided against use and continued to live a more primitive lifestyle, probably because it was costly and few people within the society were literate. However, if this event had occured within the game, the society would immediately have adopted it and began use to "better" their society. Because of this fact the game does not take into account that technologies are usually "a matter not of individual inventiveness but of the receptivity of whole societies to innovation." Within the game all societies seem receptive to innovation as long as the leader chooses to research and adopt it within the society. On the other hand, the game does show that a lack of technology can lead to loss within battles and war, a fact that has been seen throughout history. Because of this fact, for leaders wishing to maintain their society, especially those on a large continent and surrounded by potential enemies, "war has often been a leading stimulant of technological innovation." Therefore, the game does present some realistic aspects of innovation and technological adoption, but for the most part presents an unrealistic view of the receptivity and use of technology within a society.
In addition, the relatively equal pace at which societies in the game seem to advance presents a historical inconsistency, not showing that some societies advance much slower than others, often by choice. Although many people attempt to explain this historical inconsistency based on location and resources, "on any continent, at any given time, there are innovative societies and also conservative ones." One reason that some societies do not adopt technologies that they come into contact with is that they feel the upkeep of the technology would outweigh any benefits that might come from it. Another reason is that the society is relatively conservative and resistant to chance, preferring to maintain tradition and live as their fathers did. In addition, in order for a society to adopt and advance technology they must be sedentary, so any nomadic society can not become as technologically advanced as sedentary neighbors. Almost all societies within the modern world are sedentary, but some, such as those people living in New Guinea, choose to live simpler lifestyles without modern technologies. Therefore, although the game represents societies as advancing almost equally in the technological realm, historically societies did not do so.
Although many people consider Civilization IV a great game both for enjoyment and educational purposes, it does contain some recognizable historical inconsistencies. Technological innovation within the game must be adopted and maintained in order to prevent take over from enemies, loss of gold and food, and ultimately loss of the game. However, historically many societies chose not to adopt technologies available to them, but instead to lead a more simple lifestyle. Many reasons can be presented for this choice, ranging from cost of upkeep to traditional values and lifestyles, but for whatever reason many societies rejected technologies presented to them by outsiders. Even today, when most of the world can not imagine living without technology, some societies still live only with the simplest tools and lifestyles. For example, the New Guineans have very few tools other than those necessary to maintain their crops and lifestyles. These people chose to live without any modern luxuries or technologies and often do not even use clothes. However, this society remains self-functioning and fully intact, proving that technology is not necessary for survival. Ultimately, Civilization IV represents a portrayal of building and maintaining a society within the world, but fails to be completely historically accurate, especially in regards to technological innovation and adaptation.
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