This is a great piece on how EU in particular and strategy games in general put players in the minds of imperialists.
There's a joke about the much-vaunted German board game tradition that I love: "It started with laying out maps of Europe and pushing army figures around." (And what makes it even better? It's true! Pretty much the entirety of modern war gaming originates from German "kriegspiel", literally "wargame", which was used to train Prussian commanders. There's a fascinating history of it given in Jon Peterson's Playing at the World.)
There's something about looking at a map that inspires the imperialist impulse, the reduction of the world into territory, zones that can be color-coded and labeled: German, French. Roman, Gallic. Stark, Lannister. In a strategy game, people are abstractions; the map is the territory, the real thing, and everything else is a representation.
It's easy to understand, I think, playing EU, how those who spend their days looking at nothing but charts and maps, who are surrounded by numbers, optimize those numbers at the expense of reality. To a bureaucrat, the numbers are reality; the people are something they hear about second-hand at best. And a bureaucrat's performance, to the extent that it is judged at all, is judged on those numbers, not on more difficult to measure things like happiness or well-being. How much did you increase the economic output? How much territory did you conquer? These are the things we celebrate political leaders for, while dismissing those who have no such accomplishments to claim.
Life is more than numbers, more than market transactions among self-interested rational utility maximizers. But measurement requires abstraction; comparison requires reduction. For bureaucrats it's just a game, an optimization problem: manipulate the variables to achieve the highest output.
But there's something more, too: why do we make and play so many war games? Why are there not more city management games, like SimCity, which applies the same philosophy of abstraction and technocracy to a superficially peaceful context? The answer, I think, is not merely the valuation of violence over other forms of conflict resolution, as we might first assume.
Instead, I would say, war games are, in fact, more honest. Not honest about the consequences, but honest about the means. That is to say, when the abstractions of the bureaucrats' games cause real-world harm, normal people would ignore them, given the choice; life is more important than abstractions. To prevent this, the abstractions of bureaucrats are enforced with violence. Violence requires no context, no understanding, no nuance: as Graeber says, violence is the one communicative act which requires no understanding of the target of communication by the communicator.
To make a game of bureaucracy and technocracy--which is fundamentally what EU and other strategy games are--is to make a game about an artificial order that depends on violence to exist. It is appropriate, then, for such games to be literally about that: moving armies in order to change fictional borders. A game like SimCity, on the other hand, is fundamentally dishonest, eliding the massive violence required to enforce the city's technocratic government. (Even in the latest SimCity, for example, homelessness does not exist; likewise, poverty and unemployment exist only in economic equations of demand, not in impacts on the citizens of the city.) The violence is subsumed into unquestioning obedience. If the morality of EU, where genocide and colonization are just good tactics, is horrifying--and it is--what do we say about the morality of SimCity, a game purportedly about liberal good government where totalitarianism without resistance is an unstated foundational assumption?