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  • Hacker News
  • Does this mean the Galactic Empire and the Imperium of Man are also not empires?
  • The Galactic Empire as shown in the movies seems to have a very small core, almost all of the movies are set in its periphery rather than its central core. Tatooine is paying taxes to the Empire and subject to its troops, but doesn't seem at risk of being culturally seen as "Imperial". Alderaan wasn't subservient enough as a culture and is subject to genocide. Endor was certainly never truly imperial.

    It's almost harder to define what the core of the Galactic Empire even is. We are told Coruscant is core to the Empire, but the glimpses of it in the Old Republic era certainly implied it was a very diverse place and we aren't really shown Coruscant in the films of the height of the Galactic Empire. To some extent the only truly "core worlds" and "core peoples" that we see in the films are the Star Destroyers and Deathstars, the military demanding taxes from every planet they pass.

    The Empire may not be taking full advantage of the military power of a diverse people because of the over-reliance on clones and treating draftees as if they were clones when the clones start to run out, but beyond that it certainly seems to resonate like an Empire in the way this article describes an Empire to me.

  • Or even the Roman Empire itself.

    > an empire is a state where the core ruling population exercises control and extracts resources from a periphery which is composed of people other than the core group

    By definition, doesn't the later Roman Empire cease being an "empire" as there isn't really a "core" population anymore outside of some vague multi-ethnic military aristocracy.

    Sure, Rome had a few lingering privileges and prestige, but little in the way of direct power. And certainly, the post-crisis Empire didn't exist to siphon resources on their behalf. Heck, pretty much as soon as the 3rd century crisis ended Italy itself lost most of its special status and more or less just became yet another province.

    And once that was gone, they weren't really replaced by anyone except the imperial bureaucracy and aristocracy itself. So who are the "core" people here, because if "an aristocracy" is enough to count, then who the heck isn't an empire under this definition?

    Maybe it's enough that they began as an empire under this definition. Or maybe Devereaux is fine with the stereotypical Empire losing its status as an empire long before losing its territory and power. Or perhaps would have some counterargument at hand if he happened to read this. Who knows.

  • I did enjoy that article, especially the main point, but I would take issue with the notion of diversity in the Roman Empire. I have seen this label before, but it is misleading and anachronistic, since the various other groups the Romans conquered were gradually romanised. We might as well say the British or Spanish Empires were diverse... On one level they did have many cultures, but there was also a concerted effort to assimilate those cultures and languages.
  • > I will say that I find even in games that do pay some lip-service to the continued existence of subordinated peoples within large empires – I think particularly of Europa Universalis, Stellaris and Imperator – the mechanics and dynamics for managing those populations in a polyethnic, polylinguistic society are often sharply underdeveloped. In many games that don’t simply erase those populations, they are instead represented by a simple malus (e.g. “Non-primary culture, -x% production/stability/manpower/whatever).

    Is this addressed in EU5 with its new population/culture system https://eu5.paradoxwikis.com/Population / https://eu5.paradoxwikis.com/Culture? I have not played it yet.

    by mbo
  • Because "Age of pre-empires" just doesn't have the same ring to it.
  • I think annihilation is a property of how we played the game and not of the game itself. I get that the game was designed around it, but there's nothing stopping players in a Free For All from subduing an enemy into slavery instead of wiping them out, some may call this an ally. In fact, it's probably the optimal strategy, annihilating might be a pyrrhic victory, where one player is knocked out, and the 'victor' is left with half an army. The only winner in that situation are the rest of the players who are now better than the two players.

    Except NvN games, I except FFA and 2v2v2v2 games to show elements of empires, it's only games with two sides where minmax becomes a viable strategy and damaging the enemy is the same as strengthening yourself.

  • I think this is unlikely to happen (or at least, be sustained very long) in most games because being a slave to another player doesn't sound very fun. Playing as someone else's vassal (and being deprived of any real chance at victory) would be tedious and probably slightly embarrassing. You'd rather just go out of the game, and if in the process you end up screwing over the player who beat you, all the better.

    Two powerful players can decide to cease hostilities in order for each to preserve their own ability to ultimately win the game, but if one player's ability to win has been irreparably compromised, then they will probably just fight to the last man in a way that real civilisations pretty much never do.

  • That's how my friends and I play Civ. We had an issue in the beginning with players getting knocked out in the first day of a game that might go for 5 or more play sessions, so we devised a scheme where a player could be forced into vassalage. They can no longer win outright, they merely exist to support the conqueror. The conqueror gets to overrule any decisions made by the vassal, but there's a bit of a gentleman's agreement that this power should be used sparingly, since it's annoying to be micromanaged, and it slows the game to a crawl. In particularly aggro games, the same vassal might be handed back and forth between two players still in the fight several times, because as a relatively underdeveloped nation, they represent a fair peace settlement.
  • Civilization (at least 4) also has subjugation as an explicit mechanic where a mostly defeated AI state surrenders as your vassal and has to give you resources, vote for you in UN elections, fight in your wars, etc. but they otherwise continue to act independently.
  • I have never played an AoE game. In Civ, though, if you’re not at least considering conquering other players' cities and adding them to your country you may be playing the game wrong. Sure, in Civ 6 you can win on science, culture, religion, or economics. Conquest is still one method of winning, and those cities you conquer are not your subjects until they are. Cities along a border can even choose to switch loyalty based on your culture’s influence overriding theirs.

    The Master of Orion series includes mechanics for your conquered planets being less productive at first if they are mostly peopled by an alien race. In the WG reboot at least, there’s even a government agency you can build on a planet to get it to assimilate faster. It also supports the idea of low-morale planets rebelling.

  • My favourite way of playing old Civ 1-3 as a kid was to build a solid circle of units that would gradually expand and move out to fill all the available space.

    Eventually you'd own all the land and your units would just be camped along the beachline, enjoying some downtime.

  • Well, sure, and there's also a 200 population limit per player (in Age of Empires 2, at least). And no day-night cycle or seasons. These are clearly intentional choices to capture the vibes of economic and military conflict while massively compacting the scale of true historical conflict.
  • And yet it's not rare to find people explaining that the roman empire, the roman armies or the roman cities were "all the same". Yet these persons seem to know that in real life population is not limited to 200 or that there is day-night cycles.

    The article talks about it, and makes the point that people who created AOE may have been biased by the same misconception that is also visible more generally. And it is an interesting thing to raise.

    edit: in fact, it is illustrated by the ridiculous recent Elon Musk fit about "the odyssey" cast, itself fueled by the misconceptions that "having black guys in a roman army is woke because everyone knows the romans are not black".

  • The author addresses that.
  • I married into a family who basically only plays AOE properties. The parents in their 70s have played since the first version and now play AOE2 3-5 hour games every Sunday after family zoom with their son and his wife. Their two daughters are more devoted to AOM (Mythology) but can play AOE2 very well.
  • this guy is a huge dork. I love it. I read to the end and was treated to his analysis on BSG main batteries.

    https://acoup.blog/2019/11/29/collections-where-does-my-main...

  • I think Rise of Nations (an amazing spiritual successor to the original AoE games) fits their definition of empire a lot better. You create multiple cities in your “empire”. The ones at the core naturally grow larger and prosperous, while peripheral ones generally have specific uses like training a military or mining resources. You can also capture cities from neighboring civilizations.
  • Wow, that’s actually really interesting. I knew of other empires in this shape (to me the Kushan empire is the most obvious syncretic example) but I didn’t know they were all shaped this way. I suppose I always imagined empire being a bigger thing than kingdom but this definition seems more useful. It seems that other definitions don’t involve resource extraction necessarily but power over multiple nations. Still, it’s a useful frame.

    In practice I suppose this must have been the case because you can’t easily impose monocultures especially when information travels slowly.

    That makes me curious if military tactics of the time also had regional variation and if the relative strengths of various regions came from their awareness of certain tools being effective. Bringing in a foreign army with its foreign techniques might have been like bringing small pox to a population- they’d have no defense the first time around so if you’re fast you get them all.

    Altogether an enjoyable read. Thanks.

  • Yes, the idea of empire as being something bigger than a kingdom is a popular misunderstanding.

    However, Rome (and Byzantium) were actually very good at integrating conquered populations into their culture.

    Very early in the empire, a law made all conquered people officially Roman, with all the benefits and protections it entailed.

    After 2-3 generations, there was not much difference between a Roman from Gaul and a Roman from Rome: they spoke the same language, worshipped the same gods, had the same education, and viewed themselves as Roman. And critically, the Romans from Rome didn't see their compatriots from elsewhere as different.

    The Senate was composed entirely of men, but apart from that it was a DEI dream. Some of the emperors were dark-skinned, originating from current Syria: we only know because of their genealogy, their portraits, but otherwise no one cared enough to mention their skin colour, especially in a negative way.

    To such an extent that, for most of their existence, Rome and Byzantium did not actually fit the definition of empire.

  • > That makes me curious if military tactics of the time also had regional variation and if the relative strengths of various regions came from their awareness of certain tools being effective. Bringing in a foreign army with its foreign techniques might have been like bringing small pox to a population- they’d have no defense the first time around so if you’re fast you get them all.

    I highly recommend...the author's blog for very in depth articles about this subject including

    - this one on mounted warrior cultures and how they often dominated https://acoup.blog/2020/02/28/collections-the-fremen-mirage-... - this long series on why the legion ended up dominating the phalanx https://acoup.blog/2024/01/19/collections-phalanxs-twilight-...

  • For those who aren’t aware, AOE2 is thriving today with a huge player base, fan base, ongoing development and large international tournaments (recent Red Bull Wololo tournament in London, for example). I play this game regularly with friends and love it.
  • ... Huh. Hadn't realised there was a modern version, but it looks like it was re-released. I remember playing this _over a quarter of a century ago_.
  • Don't forget AOE4! It's really a great evolution of AOE2 - more unique playstyles per civ, has about 1/2 the playerbase of AOE2 but still plenty to play online and support its own pro scene (was also in the Wololo tournament).
  • To add to that: it also works fine under Linux (Proton), which I feel is important to mention because many Linux deniers believe that Linux can't run competitive multiplayer games, but AoE2 proves them wrong.
  • And I have to add that the Wololo tournament was insane and even a spectacle for people who have barely played the game.
  • The most insane part of AOE2 is that I was a young teenager when I first played the game and the dominant players then are STILL the dominant players now - 27 years later