Retrospective: Civilization II (or, why democracy is a pain in the ass)

On the brink of my fall exams, all my thoughts have to do with copyright and corporate law. This makes me pine for the days of my youth, when I would spend long days playing Civilization II, the second title in Sid Meier’s long-running turn-based world power strategy game. There are few things less painful than watching a horde of 22nd century Mongols hit every major city on your home continent with nuclear weapons, and this thought gives me some small solace as far as my exams are concerned.

I owned the PC original, not the Playstation port.  But this was the best cover image I could find, and they basically look the same anyway.

I owned the PC original, not the Playstation port. But this was the best cover image I could find, and they basically look the same anyway.

Everyone is all about Civilization V right now (and the upcoming Civilization VI.) V is a great edition to the series, but Civ II will always be my favorite title if only for nostalgia reasons. Unlike the hours I spent at my friend’s house playing Sonic the Hedgehog 2 and fighting over who had to play as Tails, my time with Civ II was not wasted, because the game taught me many valuable lessons. The first lesson I learned was that if you’re the king of an ancient city, you’d better build city walls, otherwise barbarians will plunder and capture it.

The more interesting lessons came later in the game, when you are able to unlock new forms of government through technologies. The world of Civilization II has six forms of government, four of which had various benefits (despotism and monarchy are lousy choices that you have to use early-game and should ditch as soon as possible: they cause your cities to have low production and lots of corruption.) The remaining four forms are the republic, democracy, fundamentalism, and communism.

Being a good American, I thought I’d go for democracy. After all, I love freedom, and nothing says freedom like the power to make a basically meaningless choice between two equally crap candidates from two god-awful political parties. So that’s what I tried out. As it happens, Civ II democracy does have a lot of benefits: you can allocate 100% of your tax revenue to science, which you can’t do with any other form of government, and your citizens’ output is extremely high, meaning more money in the state’s coffers. So why wouldn’t you choose democracy as your form of government?

Because it makes it damn near impossible to wage war. Each of your citizens in a city (represented per every 10,000, then 30,000, then 60,000 people in each city and up accordingly) will become discontent the number of military units you ship away from their home cities, so large-scale deployments are more or less out of the question. And even if they weren’t, the legislature is all too ready to stand in the way of your hawkish initiatives, the bastards.

Well, maybe they're right, because this is usually what your Civ II war will end up looking like: decimated populations, military units disrupting production in enemy cities, and tons of pollution from nuclear weapon use.

Well, maybe they’re right, because this is usually what your Civ II war will end up looking like: decimated populations, military units disrupting production in enemy cities, and tons of pollution from nuclear weapon use.

This was the most interesting aspect of Civ II to me. You can certainly play as a democracy and win the game by dumping 100% of your revenue into science. I never really bothered with this method, though, because to me it was a lot more fun to adopt a communist government instead: you still got pretty good production and high scientific research out of your cities, but without any discontented citizens (if they complain, send them off to Gulag!) or that pesky Senate to get in your way (if any of your Politburo colleagues presents a challenge to you, have him killed and make it look like an assassination, or hold a series of show trials followed by executions.) So you can churn out infantry and armored units and wage war to your heart’s content, or at least as far as your budget allows. You could do more or less the same with a fundamentalist government, though your scientific research took a serious hit.

This is a pretty good way to deal with those damned Mongols who always seem to want to conquer the whole world.

This is a pretty good way to deal with those damned Mongols who always seem to want to conquer the whole world.

To be clear, Civ II doesn’t require you to conquer the world to win the game. An easier, albeit more time-sensitive, victory method is to develop a space program through research dollars and reach Alpha Centauri before any other power. Fulfilling the space race condition does require you to build defenses against nuclear attacks, but you can pretty much put a stop to all aggression against your state short of sneak attacks by beating every other world power to the Great Wall and United Nations wonders, which force your enemies to offer peace terms in negotiations. If you’re going this route, you’re pretty much required to adopt democracy for its massive research and production benefits.

From talking to friends who also played Civ II, though, the communist/fundamentalist brute force method seems like the most common one. Why? The same state practices that I hate in real life and that could and almost have led the real world to disaster and the near-extinction of humanity I happily pursue in my game of Civ, and apparently lots of other normal, non-atrocity-committing people do the same. Is that just because Civ is only a game, or does that mean I’d pursue the same policies if I were a world leader myself?

The Civilization series puts god-like power in your hands as the ruler of a people and eventually of a world power. I think it’s only natural to want to see what it’s like to utterly wreck the planet for humanity and conquer everything by razing and occupying cities and stabbing your friends and allies in the back. But I also think Sid Meier and co. tapped into something dark in the human soul with these games, the part that might find some actual enjoyment in this sort of destruction and misery. After all, guys like Hitler, Stalin, and Mao existed, and many horrible tyrants before them, and they were all humans just like you and me, not devils out of a fairy tale. And such people still exist today in the form of brutal dictators and murderous terrorists. Who knows what any one of us might do when given absolute power?

In case there's any doubt, however, no, these guys are not my role models.

In case there’s any doubt, however, no, these guys are not my role models.

Sorry, this one was depressing. It must be because of the exams on my mind – I can’t get into a good mood right now. I’ll start writing again after I’m done with them, and hopefully about some lighter topics.

Retrospective: Saya no Uta

It’s Election Day here in the United States. I went to the polls today, in fact, though I didn’t really much like either of the choices I was given. It’s hard to get excited about electoral races in a two-party system.

Why do I bring this up? Because today I’m also taking a look at a game that I’m surprised wasn’t banned by law in the US, because it definitely walks some sort of line – definitely the sort of game that any good “family values” interest group would try to have dumped into the gutters if it had enough notoriety.

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Some games are damn near impossible to review, and Saya no Uta (eng: Saya’s Song) is one of them. This 2003 visual novel was released by Nitroplus, a prolific developer also responsible for big names like Steins;gate and Phantom of Inferno. Nitroplus’ work tends to be pretty dark, and Saya is no exception.

Saya no Uta tells the story of Fuminori, a medical student who is involved in a car accident and is badly injured. To save him, his doctors undertake an experimental procedure. Fuminori survives, but at great cost: the entire world and everyone in it now appear completely grotesque and horrific in his eyes. All of his friends and associates look like monsters made of rotten meat (and stink as well.) Of course, the world hasn’t changed at all – only Fuminori’s perception of it. This fact doesn’t really help, though, even as Fuminori tries to continue living his normal life.

Fuminori, wearing the expression of a man who has just finished his exams after two weeks of binge studying and isn't convinced that he didn't fail all of them.  I know that look because I've had it.

Fuminori, wearing the expression of a man who has just finished his exams after two weeks of binge studying and isn’t convinced that he didn’t fail all of them. I know that look because I’ve had it.

Only one thing sustains him: the existence of a girl, Saya, the only person around who looks to Fuminori like a normal human being. Saya is a mysterious girl who approaches him shortly after his accident, seemingly without anyplace to call home, and Fuminori subsequently clings to Saya as the last thing in his life that seems at all pure or good. However, Saya isn’t merely a girl without a home – she’s something much more, and her relationship with Fuminori ends up driving him to extremes that he could never have imagined.

Saying anything else about the plot would spoil the game. All I’ll say is that it is one of the best VNs I’ve played as far as writing and emotional impact go. (For you anime fans, Saya no Uta was written by Gen Urobuchi, also responsible for writing the popular series Puella Magi Madoka Magica.) It’s short, too; just around five hours or so, and there are only a few endings, so Saya isn’t a massive time investment like other VNs tend to be.

She looks like a typical cutesy anime girl, but Saya isn't what she seems.

She looks like a typical cutesy anime girl, but Saya isn’t what she seems.

Warning: Saya no Uta is a hentai game. That’s to say that there are sex scenes in it. More alarmingly, Saya’s appearance and mannerisms (she comes off something like a young teenager, although the anime style adds some ambiguity to that) may seriously turn some people off. However, none of this bothered me too much, firstly because Saya doesn’t exactly have an age, at least as we understand it, and secondly because Saya no Uta is the only h-game I’ve played in which the sex scenes actually added to the game’s story instead of simply being some beat-off material shoved between normal scenes to sell more copies (I’m looking at you, Fate Stay/Night, but you’re not the only suspect.) In any case, the sex scenes in this game aren’t really made for that sort of thing, and I didn’t feel especially dirty for reading them. I did feel creeped out, but that’s exactly the feeling the makers were aiming for, after all. Together with the rough (in a good way) art style and the haunting soundtrack, Nitroplus succeeds at creating a strong atmosphere with Saya that you might feel drawn into.

So I feel like a creep now, writing about what’s technically a porn game (though I would argue it absolutely isn’t one in spirit, even if it does sit in the h-game category.) But hey, that’s why my blog is anonymous. God bless anonymity, right?

Anyway, Saya no Uta is up for sale through JAST here (of course, you can also buy the original in Japanese if you understand it.) JAST localizes a lot of Japanese VNs, and they apparently haven’t censored Saya at all, which is nice – censoring the game would pretty much kill the whole point of it. It’s supposed to be a little shocking, after all. But please don’t play it if you’re under 18 or you have a weak stomach. There, you can’t say I didn’t warn you.