Showing posts with label proto-science fiction. Show all posts
Showing posts with label proto-science fiction. Show all posts

Aug 10, 2021

Nukes in 1938

one year after the end of the game
This blog post is part of a series in which I explore the science fiction elements that I discovered in the computer game Civilization VI. As described in my previous blog post, the English Empire became culturally dominant in 1912, officially ending my game (cultural victory). Below, I share some of the interesting post-game events (in the years after 1912) that I observed while continuing to learn the tricks for promoting international tourism. 

Shown in the image to the right is Capek's story, "War With the Newts", obtained as a cultural attraction in 1913 and put on display for tourists at Oxford University.

files from the future
Some science fiction stories are set in the past, but I usually prefer stories that have futuristic settings. In the real world, Edward Morgan Forster published "The Machine Stops" in 1909. That proto-science fiction story was about a future society where people almost never traveled to other parts of the world and remained inside their home cities. Forster could not imagine digital computers, so his depiction of future technology seems rather silly from the perspective of people living 100 years in his future. While preparing this blog post, I had the benefit of screenshots from the future (see the image to the left). So, although my game of Civ VI ended in 1912, we can look into the future of England....

Figure 1. Constructing Estádio do Maracanã, a late-game wonder (left) and a list of England's spies (right).
England's first musical culture item; 1920

As the world leader in culture, I used spies (Figure 1, above) to guard some of my cultural sites. One of the biggest generators of culture (Estádio do Maracanã, which I was in the process of constructing when the game ended) is also shown in Figure 1 (left panel). Paintings, Statues and musical items on display in cultural centers can be stolen by spies, but I did not suffer this indignity during the game. Playing on the easiest game setting, my path to victory was only occasionally blocked by adverse events thrown at me by the game's AI software.

The completed Estádio do Maracanã (major source of culture), next to Pantanal National Park (upper right).

The last world wonder built in England.

The final wonder that I constructed in England was Broadway. Broadway gives a large boost to culture in a city. Broadway is one of the wonders that looks best a night and I'll share images of a few others, below. Sadly, I was not able to complete construction of some very useful wonders before the end of the game.

The Great People of the England Empire. Bottom: my first Great Person obtained after the end of the game.

England's aircraft carrier

The image above shows most of the Great People that the English Empire had during its ascendance to world cultural domination. I was not really interested in Great Admirals, but I did build many seaports which attract Great Admirals, even if you are not fighting sea battles. Grace Hopper did give me a technology boost, but my other two Great Admirals were completely useless for England's cultural development. After the end of the game, I built an aircraft carrier simply because I wanted to see what that Civ VI unit looked like. I ended up using the aircraft carrier to escort an archeologist from the city of Eastport to a distant shipwreck where I obtained an ancient artifact for display in one of my British Museums.

gunboat archeology: going into Indonesia
 Another War
I also used my other two naval units to escort archeologists to distant continents where additional ancient artifacts were available. The last ancient artifact that I got was from a shipwreck in Indonesian territory (see the image to the left). As it was, even after obtaining that last shipwreck artifact, I still needed one more artifact to complete the collection of artifacts at my last British Museum.

artifact from Nan Madol in 1948
I actually had to start a war with Indonesia in order to get the artifact shown to the right. For 369 game turns that map tile with the shipwreck (see the image above) was not claimed by any civilization, then just one turn before my archeologist arrived, the border shifted. I did not continue playing my game beyond 1948. I could see one more ancient artifact, but it was in Egyptian territory and I was not really interested in fighting wars simply to obtain a few more ancient artifacts for my museums. I had proven the point: making use of England's special building, the British Museum, is a great way to achieve a cultural victory.

#1 tourist attraction: 56 tourists
In 1948, England's best tourist attraction was in the city OrangePearls, the location of the first British Museum that I constructed. The theater district in OrangePearls accounted for 8.7% of England's international tourists (641 total in 1948).

Juventino Rosas in a theater district
In 1919 I finally obtained a Great Musician. In the real world, Juventino Rosas died in 1894, but in my game, England obtained "Sobre las Olas" as a cultural artifact in 1920. 
Broadcast Centers can hold works of music.
1912: 1 turn until Eastport's museum

 Over the Waves. My first music acquisition in 1920 came during the time when I was preparing to send a few archeologists across the ocean to distant archeological sites. I had already obtained all of the available ancient artifacts inside England's territory (North America and Australia) by the end of the game in 1912. To fill my last two British Museums (not constructed until after 1912) with artifacts, I would have to journey to archeological sites located on other continents.

archeology in distant lands
Shown to the left is a distant island where I collected several ancient artifacts. 

England's Mont St. Michel
While traveling the world in search of ancient artifacts, I was also building more wonders in my cities.

Mont St. Michel was built at the northeast tip of Australia, not far from Port Paine.
A night-time view of the Eiffel Tower in the city of Irony.

Some of the World Wonders that I built after 1912 had no major benefits for the development of England's culture, but any wonder has a chance of attracting tourists. Frankly, I built many wonders simply because I wanted to see what they look like. In some cases, the most beautiful views of the wonders come at night (an example is shown in the image to the right).

After the end of the game, I was beautifying eastern Australia with Mont St. Michel and the Eiffel Tower, but my play was interrupted when the Indonesians built a city (Surabaya) in Australia close to my city of Irony. I had been expecting to test a nuclear bomb on an Egyptian city because Egypt had been aggressively building new cities close to my cities in western Australia. I decided to nuke the new city of Surabaya.

Figure 2. The Indonesians provided a convenient test site for my nuclear bomb: Surabaya.
Bombing Surabaya. The Bomber has just flown over the city.

The image above (Figure 2) shows the targeting view for dropping a nuclear bomb from a bomber. After the end of the game in 1912, I built an airport and a bomber and developed the technology for nuclear weapons. In this game, I dropped my atomic bomb in 1938, seven years before nuclear warfare in the real world.

Nuclear war in 1938.
After the bomb blast. Fallout: it's green.

My nuclear attack on Surabaya seemed rather dangerous since the Indonesians had built their city so close to my city of Irony. However, all I lost in the bomb blast was my tea plantation. After I nuked Surabaya, I sent in a cavalry unit and took the city. After capturing cities, you have the option of keeping the city or destroying it. Since I did not want another city there crowding Irony, I erased Surabaya. The next turn, my cavalry unit died, apparently from radiation poisoning.

Nothing can stop a determined tourist. Lower right: seaside resort.
In a game of Civ VI, there is a period of 9 years during which nuclear contamination persists near an atomic bomb blast site. However, as shown in the image to the left, even nearby nuclear war and lingering fallout could not stop determined tourists from visiting a popular seaside resort (    international tourists). By this point in the game, the number of international tourists in England was almost as large as the number of domestic English tourists.

a medic (right) in Delhi National Park
I also wanted to see the medic unit that is available in Civ VI. I had no use for a medic, so I sent her to Delhi National Park (see the image to the right). I can pretend that she is the park ranger.

Figure 3. After the Ibuka bonus, now even London's industrial district ( 1 ) is a source of culture.
Masaru Ibuka


 Back to Building Culture. My little nuclear experiment was conducted simply to allow me to see what a nuclear blast looks like in a game of Civ VI. My purpose in continuing to take game turns past the end of the game in 1912 was to explore additional ways of getting culture and attracting tourists. I was able to obtain Masaru Ibuka as a great merchant and then my industrial districts began to attract tourists. As shown in Figure 3, above, the industrial zone for London had quickly attracted an international tourist ( 1 ). 

You can also see in Figure 3 that by this point in time, Pantanal National Park had become the most popular tourist site in London ( 23 ), pulling ahead of the Holy Site ( 21 ).

Mr. Ibuka visits an English industrial district.
I always try to develop my industrial districts in every city in order to get the productivity bonuses that come from factories and power plants. It was only after I'd won the cultural victory in 1912 that I learned how to turn industrial districts into an attraction for tourists. The industrial district shown to the left only has a market. Not every city needs to build factories and power plants. If another nearby city has a factory or a power plant then the production benefits automatically spread. 

Also visible in the image to the left is an oil well. Oil wells provide a big productivity bonus to the nearby city.

Gustav Klimt
I finally got a great artist, Gustav Klimt. His paintings went on display in one of my theater districts and began attracting tourists, but this was long after I had already achieved a cultural victory.

put on display in 1940
One of Gustav's paintings is shown to the left. "The Kiss" was put on display in 1940 while  had archeologists in the field trying to collect a few remaining ancient artifacts. I have to wonder if I should have begun the process of earning points towards great artists sooner in the game, but I was counting on ancient artifacts in my British Museums being far more important. It was somewhat frustrating to see other civilizations with works of art early in the game, but for a cultural victory, the other civilizations also need to be generating domestic tourists. That creates a pool of tourists that England's international tourists can be drawn from.

the 12 City-states in this cultural victory game
City-states are one of the sources of culture that quickly become apparent to players of Civ VI.  Some City-states provide you with a culture bonus when you send them emissaries. The three City-states color code pink were sources of culture. Vilnius was located just southeast of London, so it was an early source of culture that helped London expand its borders.

The other City-state that I had early contact with was Yerevan. Faith points from Yerevan helped me obtain some early growth in my religion while I was competing against aggressive Hindu missionaries.

Who was Sydney? My opera house is located in Hors Dymynds.
I'm going to end this investigation into England's future with some images of world wonders that I built after the end of the game in 1912. Although most of England's cities were in Australia, I constructed the Sydney Opera House in the city of Hors Dymynd, located in North America. The image to the left provides a night-time view of the Opera House.

diamonds
Diamonds.
 The city of Hors Dymynd was given its unusual name because of the two special resources that I found in that part of the North American continent: horses and diamonds. Early in the game, before England had access to any iron resources, horsemen were an important military unit for England. 

Opera House (lower left), diamond mine (lower right)

 It looks like visitors would have to enter the Opera House by passing through the diamond mine. Maybe a good tourist attraction would be an underground tram-line to carry patrons from downtown Hors Dymynd to the Opera House with the tunnel passing through the abandoned shafts of the mine.

horses

 

Mausoleum
Another world wonder that was not built until after 1912 is shown in the image to the right. There are restrictions on where the various world wonders can be built, so my Mausoleum ended up near the city of OrangePearls and adjacent to a seaside resort.

Mausoleum (left), seaside resort (right).

 


8 international tourists in this seaside resort

 

 

By 1948, the seaside resort was attracting 8 international tourists and the adjacent Mausoleum was attracting 3. 

As shown below, the Bolshoi Theatre ended up being constructed next to one of the many KCIV broadcast centers of England.

Bolshoi Theatre

 Destruction. One of the most horrifying science fiction stories that I read as a young boy was Level 7, which was published the year I was born. I was about 13 when I read Level 7. That book's depiction of nuclear war haunted me through the years of the cold war.

After winning a cultural victory for England, I could not resist exploding a nuclear bomb. Sadly, in this game, I never saw any of the space age game features that are in the Civilization VI game, items like spacecraft that I usually associate with the science fiction age. However, I've designated 1950 - 1983 as the "Uranium Age" of science fiction. In my game, technology developed slightly faster than in the real world, so I was able to explode a nuclear bomb in 1938. 

My Civ dream: rockets and peace rays
I'm a bit saddened by the fact that although I set out to play a game of Civilization VI in which I would try to minimize the fantasy violence and focus on cultural developments like art and music, I ended up having a 150-year-long war with Gandhi the pacifist and during my investigation into the future of England (after 1912) I dropped an A-bomb on a city. 😔

However, along the way to victory I did encounter a few science fiction elements in the game and also got to see some of the nice artwork that is embedded in the game. I wish some truly Sci Fi elements like Tesla's Peace Ray were available in Civilization VI.

When playing for a science victory (described here), I reached Mars in 1912. In my cultural victory game,  had not even built a spaceport by the time of my victory in 1912. 

Is this what players asked for?
The question must be asked: would playing at a higher difficulty level make the end game more interesting? Based on my past experience with Civilization games, the answer is NO. Higher difficulty levels just make the early game slower. There is a feature in that Civilization VI allows you to start the game in a later historical era. However, that feature is not well balanced and deprives the human player in the competitive advantages that you can develop through planning and hard work early in the game.

Death Robot
Someday I'll probably experiment with the Gathering Storm expansion, but I have no reason to believe that they made an attempt to grace the new "future era" with a science fiction tone and fun features. Instead, there are new annoyances such as natural disasters and resource depletion. Sadly, I've seen the future technologies that were added to Gathering Storm described as "totally random", which does not bode well for science fiction-themed game play as you try to reach a distant exoplanet.

Related Reading: the first post in this series

colonizing Australia
 Next: follow the dingo.

The Outback Tycoon scenario.
The Outback Tycoon scenario for Civilization VI. To win, you must be earning at least 200 gold per turn by turn 60 of the game and have the highest score among the four players.

Nov 25, 2016

1891

1816: Mary Godwin meets and alien visitor to Earth.
The Rossi Intervention
Last year I had a blog post called "125". That was a celebration of having made 125 posts to the wikifiction blog, with 2 months still remaining in that calendar year.


This year, I've reached 125 blog posts with one month remaining in 2016.

By The Numbers
During 2016 I have been looking back at several temporal landmarks of the past:

200. I blogged about Mary Shelley's Frankenstein from the perspective of 2016.

Magazine cover: "Advanceto the Future" by Sam Jackie
the Vance Era
100. During 2016, I've been celebrating the first 100 years of the Vance Era.

75. I looked back to 1941 and the origins of Isaac Asimov's positronic robot saga.

50. I celebrated the first 50 years of the Star Trek Era.

25. In anticipation of the 25th year since Asimov's death, I looked back at the science fiction writing career of Arkady Strugatsky, who died in 1991. 

Steam Men
Frank Reade Library 1.1
Continuing this year's efforts aimed at gazing into the past, let's get into our time machine and go back 125 years, to 1891... back into the murky origins of the science fiction genre and stories about artificial life.....

When I started this blog post, I already had one mention of the year 1891 in the wikifiction blog: a post that shows an image of Albert Einstein in 1891. In my thinking, Einstein is emblematic of the transition from the classical world into the Atomic Age. Here, I want to explore the period of transition between
by Denslow
1) fantasy mechanical men and beasts of the pre-atomic age
and
2) science fiction robots such as Asimov's positronic robots.

Tin Man
When I was a young boy, my mother was careful to protect me from the more disturbing parts of The Wizard of Oz. For many years, I was only allowed to watch first few minutes of that movie on T.V. before I was sent off to bed.

1939 film
The Tin Man was almost certainly my first introduction to a (bio)mechanical man. Even as a small child, I was unable to make sense of the depicted sensitivity of the Tin Man to rusting and his ability to generate steam. This kind of confusion marked the beginning of my inability to make sense of fantasy stories and my dismay at the folks in Hollywood for their willingness to do anything, no matter how unreasonable, to create a dramatic scene.

As far as I can tell, the Tin Man originally had no connection to steam. His origin was as a normal human being. To convert the man, Nick Chopper, into an artificial life form, body parts such as arms were cut off and replaced, one by one, with metal parts. The Tin Man fantasy seems to have been part of a long tradition of stories that explored the mysterious boundary between life and artificial life (see The Brazen Android, below).

source
However, in the 1800s there was another stream of fiction that did involve steam-powered mechanical men...

1868
Reuben Hoggett has a website describing his research into the origins of "steam men". According to Hoggett's account, the origin of metalic steam men can be traced back to Zadoc P. Dederick, in New Jersey.

steam-powered engine and wagon
Dederick's steam man was a coal-powered three-horse power steam engine, dressed like a man in order to not scare skittish horses on the street. The original model (and the only one ever built) of this contraption apparently did not really work, but it inspired fictional accounts of "steam men".

Soon after Dederick's prototype steam man was described in published journalistic accounts, Edward Ellis published a story about a steam-powered engine in the shape of a man that could pull a wagon across the plains of the American West (see "The Huge Hunter; OR, The Steam Man of the Prairies"). Sadly, Ellis' poor steam man was destroyed in an explosion.

electric man (source)
Later, Harry Enton expanded on the idea, creating a series of stories about the Frank Reade family and their robot-like mechanisms powered by steam. Eventually, Electric Man was produced by Frank Reade Jr. as a successor to steam man.

1891
1891
125 years ago, steam-powered devices were becoming old-fashioned and being replaced by electric devices. A sub-genre of proto-science fiction adventure stories of the late 1800s that included as plot elements various "high-tech" devices became known as Edisonades.

Then
source
In the 1880s, much popular interest in electric devices was generated by the work of Frank Sprague. In practical terms, street cars with electric motors that could draw electric power from wires provided the first practical application of electricity to transportation. It was left to story writers to depict fanciful self-powered electric devices.

Now
source
Here, 125 years later, battery technology is finally catching up with the old electric device fantasies of the late 1800s.

"Philip Reade" is apparently an invented name, used by the author of a series of gizmo invention stories, the first of which were published in 1891. Among these gizmo stories was Tom Edison Jr's Electric Mule.

image source
Weird Westerns
These "Philip Reade" stories remind me of the Rocky Horror Picture Show and The Wild, Wild West. I suspect that some people can never suspend disbelief and take science fiction seriously. For such folks, the best entertainment to be had from science fiction is to make fun of the genre.

Gino D'Achille cover art
I find many gizmo stories from the 1800s to be almost unreadable, but full of plot elements that seem to have inspired later science fiction authors such as Jack Vance. "Tom Edison Jr's Electric Mule" begins in the camp of some bandits who are led by Captain Karl (A.K.A. Karl the Cougar) who is eager to study the new 'Electric Mule' (named 'Snorter') that has gained renown as an "Injun-killin' invention", crafted by Captain Tom Edison, Jr.

art by Keith Thompson
Captain Karl is building a Steam Centipede and he wants to gain access some of Edison's technological secrets, so the bandits try to capture Snorter, without success.

By No Means
Captain Tom explains that the Electric Mule is battery powered. Apparently, when in need of an electric charge, "spontaneously generated" power is put into the Mule's power system by means of a set of "cranks" on the Mule's back. Thus, the Mule is apparently a perpetual motion machine!

source
After an epic battle between Mule and Centipede, both are destroyed by explosives. The evil Captain Karl is dead and Captain Tom survives and is expected to devise another fantastic invention.

Artificial Mind
Beyond the technical problem of power sources and the mechanics of robotic mobility, a true robot in the science fiction sense must also think and speak.

by Boris Vallejo
The Brazen Android by William Douglas O'Connor, 1891 (Part 2) is an old story that confronts the challenge of creating a device that can speak. O'Connor's story provides an example of pre-scientific tales that included the idea of some inanimate object (such as a statue) that becomes endowed with human-like cognitive abilities.

cover art by Geoff Taylor
This ancient idea (which can be traced back into ancient Greek and Egyptian writings) is of interest to me because in the Exode saga, there are very tiny agents of artificial intelligence (zeptites) that can inhabit both inanimate objects and living beings (either biologicals such as humans or artificial life forms such as robots or the sentient spaceship, Many Sails).

Bicentennial Man
"The Brazen Android" is proto-science fiction only in that it involves a proto-scientist, Roger Bacon. Sadly, written several decades after Frankenstein, O'Connor can add nothing new to the question of how a scientist might go about endowing inanimate matter with life-like behavior. O'Connor depicts a spirit being magically introduced into the brazen android, but sadly, this only results in the destruction of the carefully crafted object. True robot stories would have to await the development of the science fiction genre in the next century.

Next: investigating the tryp'At Overseers
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