Mechanics, systems, and historical inquiry

Civilizations do not rise or fail through one variable. They convert place into capacity, population into specialization, knowledge into options, institutions into coordination, and relationships into exchange or force—while every success creates new obligations and exposure.

Version 0.1 uses the mechanics of Sid Meier’s Civilization VI: Gathering Storm as inspectable models. The game supplies rules and tensions; the Rulebook supplies causal analysis, limits, and questions that future historical cases can test.

Begin with a question

Three ways through

Read About This Book and Method and Limits before applying a mechanic beyond the game.