Ikael
King
- Joined
- Dec 2, 2005
- Messages
- 873
I think that most of us feel that culture is a very powerful force that has defined and changed the course of civilizations trought history. However, the representation of said force on the Civilization saga has been a little tad lacking, neither the culture - flipping of Civ 3& 4 nor the social policies of Civ 5 have been able to convey the flavour and trascendence of culture.
The culture of each civilization will divide in 5 crucial cultural aspects. Think of them as social policy trees. Said aspects are:
CULTURAL ASPECTS
- Language - One of the most powerful, defining characteristics of a nation and culture
- Lifestyle - The quirks, customs and intangible things that makes one feel "at home",
- Art - Expressions of human creativity and genious have a reach far beyond your own borders
- Religion - How does your civilization copes with his beliefs
- Political system - How a society organizes itself
Each cultural aspect will contain a series of seven cultural traits each. For example, when evolving your civilization's art, you will define its following traits:
- Painting
- Music
- Sculpture
- Architecture
- Performing arts
- Gastronomy
- Cinema
In short, culture is composed by cultural aspects (general areas), and said aspects are a sum of smaller cultural traits, which works pretty much like social policies (you purchase them by accumulating culture).
Needless to say, not every trait will be unlocked from the beggining, for some of them will require certain techs to be evolved (you cannot define how your civilization's cinema will be unless you have reserached electricity, for example).
Also, when defining the culture traits of your culture (the equivalent of acquiring a social policy), you will acquire certain bonuses while giving up another ones. Say, when you get to define your civilization's architecture you may choose between "monumental" architecture (+15% production towards wonders) or "ornate" (+2 culture to any culture producing building), but you can't have both types of architecture at the same time.
The more cultural traits one certain cultural aspect has, the more bonuses it will generate. Every cultural aspect will act as a package of different bonuses (traits). This is is how the culture level will work at a general level, but this is not the interesting part. The difference with Civ 5 will consist that pretty much like Civ 4's culture system, it will spread by itself and have a staying power and influence. But how so?
GIVING AND RECIEVING CULTURE
When starting to recieve cultural influence of a neighbouring civ, it will come to a point (5% of foreign cultural influence) when your city will have the option to acquire one foreign cultural aspect. Once another threshold is breached (25%), your city MUST adopt a foreign cultural aspect. That is, that city will adotp either the language, lifestyle, art, religion or political system of a rival civilization, meaning that it will adopt a "package" of different bonuses that will vary from your own and that it will substitute yours in that particular city. Say, if you adopt the French art, you will adopt the French painting, music, sculpture, architecture, performing arts, gastronomy and cinema. Needless to say, once you conquer an enemy city, it will retain one of its former owner cultural aspects, too (or even the whole lot if their culture was strong enough!).
THE PROS OF ADOPTING ANOTHER CULTURE
This will open a quite interesting dynamic. Adopting the cultural aspects of another more sophisticated civilization is a good way to ensure bonuses without needing to invest your own culture points. For example, why should you spend culture to develope your own language when most of your cities already speak English?
Furthermore, the top 10 cities in the world gain a "cosmopolitan" bonus: when any of these great cities adopt a foreing cultural aspect, it does not substitute your own, but stacks with them. Say, if a cosmopolitan city like New York adopts Spanish as its language, it will keep the bonuses provided by both English and Spanish language.
Finally, adopting a rival's cultural aspect will add a positive diplomatic bonus with said civilization, with each particular faction having his pet peeves: Americans will be interested in other civs that adopts their life style, while Arabs will show sympathy if you adopt their religion.
However, this is not a clear - cut decision of "gotta catch them all" regarding culture permeation. Adopting another civilization's culture is not necessarily a good thing. The foreign civilization's bonuses might differ from the ones you need and adopting a rival's culture will leave you more vulnerable to the owner of said culture, meaning that you only want to recieve - certain - cultural influences, preferably from friendly civilizations.
...AND THE CONS
Adopting - any - foreign cultural trait will double the war weariness in that city when fighting against said civilization, for starters. In addition to that, there will be other penalties or bonus for your rivals too:
Adopting a foreign language will double the profits of your rival trade routes with this city
Adopting a foreign Lifestyle will lead your citizens to emigrate to your rival civilization during periods of unrest
Adopting foreign Art will double the cultural assimilation rate of your city
Adopting a foreign Religion will make your city loose 33% of its combat strenght against your rival's units
Adopting a foreign Political system will make your city more vulnerable to spyionage and increase your rival influence over City States and other civilizations
In addition to that, once a city of yours is completely assimilated into a rival's culture, it won't culture flip outright, but it will adopt every single foreign cultural aspect, and prevent you from winning a cultural victory unless you hand down this "infected city" to other nation or grant it independence (you cannot declare cultural victory if one of your cities is completely assmilated by a rival).
MULTICULTURALISM VS IDENTITY
That means that there are two essential approaches to deal with culture: either multiculturalism or homogeneous cultures. Both strategies have their place, and both are viable, but depending of which type of empire you are building, you will want to adopt one or another.
Multiculturalism is good for civilizations with big cosmopolitan cities aiming to spread their culture overseas, or for sprawling but peaceful empires interested in another means of domination other than culture or military victory.
Cultural homogenization, however, will be great for small besieged empires wanting to protect theirselves against agression and neglect others cultural victory, and for civilizations poised for world conquest.
In short, this system allows the following:
- You will employ the culture in the same vein as social policies in order to strenghten your civilization, by acquiring cultural traits
- By choosing your cultural traits you will customize your civilization, for unlike social policies, every single decision implies rennouncing to a set of bonuses while picking others
- Culture will permeate another civs, and will leave a lasting mark in them even long after your civilization is gone, making you able to shape other civilizations far beyond your own lands
- Culture will be a game of "give and take", and one will have to ponder how, when and by whom wants to be influenced
Whew, thoughts?
The culture of each civilization will divide in 5 crucial cultural aspects. Think of them as social policy trees. Said aspects are:
CULTURAL ASPECTS
- Language - One of the most powerful, defining characteristics of a nation and culture
- Lifestyle - The quirks, customs and intangible things that makes one feel "at home",
- Art - Expressions of human creativity and genious have a reach far beyond your own borders
- Religion - How does your civilization copes with his beliefs
- Political system - How a society organizes itself
Each cultural aspect will contain a series of seven cultural traits each. For example, when evolving your civilization's art, you will define its following traits:
- Painting
- Music
- Sculpture
- Architecture
- Performing arts
- Gastronomy
- Cinema
In short, culture is composed by cultural aspects (general areas), and said aspects are a sum of smaller cultural traits, which works pretty much like social policies (you purchase them by accumulating culture).
Needless to say, not every trait will be unlocked from the beggining, for some of them will require certain techs to be evolved (you cannot define how your civilization's cinema will be unless you have reserached electricity, for example).
Also, when defining the culture traits of your culture (the equivalent of acquiring a social policy), you will acquire certain bonuses while giving up another ones. Say, when you get to define your civilization's architecture you may choose between "monumental" architecture (+15% production towards wonders) or "ornate" (+2 culture to any culture producing building), but you can't have both types of architecture at the same time.
The more cultural traits one certain cultural aspect has, the more bonuses it will generate. Every cultural aspect will act as a package of different bonuses (traits). This is is how the culture level will work at a general level, but this is not the interesting part. The difference with Civ 5 will consist that pretty much like Civ 4's culture system, it will spread by itself and have a staying power and influence. But how so?
GIVING AND RECIEVING CULTURE
When starting to recieve cultural influence of a neighbouring civ, it will come to a point (5% of foreign cultural influence) when your city will have the option to acquire one foreign cultural aspect. Once another threshold is breached (25%), your city MUST adopt a foreign cultural aspect. That is, that city will adotp either the language, lifestyle, art, religion or political system of a rival civilization, meaning that it will adopt a "package" of different bonuses that will vary from your own and that it will substitute yours in that particular city. Say, if you adopt the French art, you will adopt the French painting, music, sculpture, architecture, performing arts, gastronomy and cinema. Needless to say, once you conquer an enemy city, it will retain one of its former owner cultural aspects, too (or even the whole lot if their culture was strong enough!).
THE PROS OF ADOPTING ANOTHER CULTURE
This will open a quite interesting dynamic. Adopting the cultural aspects of another more sophisticated civilization is a good way to ensure bonuses without needing to invest your own culture points. For example, why should you spend culture to develope your own language when most of your cities already speak English?
Furthermore, the top 10 cities in the world gain a "cosmopolitan" bonus: when any of these great cities adopt a foreing cultural aspect, it does not substitute your own, but stacks with them. Say, if a cosmopolitan city like New York adopts Spanish as its language, it will keep the bonuses provided by both English and Spanish language.
Finally, adopting a rival's cultural aspect will add a positive diplomatic bonus with said civilization, with each particular faction having his pet peeves: Americans will be interested in other civs that adopts their life style, while Arabs will show sympathy if you adopt their religion.
However, this is not a clear - cut decision of "gotta catch them all" regarding culture permeation. Adopting another civilization's culture is not necessarily a good thing. The foreign civilization's bonuses might differ from the ones you need and adopting a rival's culture will leave you more vulnerable to the owner of said culture, meaning that you only want to recieve - certain - cultural influences, preferably from friendly civilizations.
...AND THE CONS
Adopting - any - foreign cultural trait will double the war weariness in that city when fighting against said civilization, for starters. In addition to that, there will be other penalties or bonus for your rivals too:
Adopting a foreign language will double the profits of your rival trade routes with this city
Adopting a foreign Lifestyle will lead your citizens to emigrate to your rival civilization during periods of unrest
Adopting foreign Art will double the cultural assimilation rate of your city
Adopting a foreign Religion will make your city loose 33% of its combat strenght against your rival's units
Adopting a foreign Political system will make your city more vulnerable to spyionage and increase your rival influence over City States and other civilizations
In addition to that, once a city of yours is completely assimilated into a rival's culture, it won't culture flip outright, but it will adopt every single foreign cultural aspect, and prevent you from winning a cultural victory unless you hand down this "infected city" to other nation or grant it independence (you cannot declare cultural victory if one of your cities is completely assmilated by a rival).
MULTICULTURALISM VS IDENTITY
That means that there are two essential approaches to deal with culture: either multiculturalism or homogeneous cultures. Both strategies have their place, and both are viable, but depending of which type of empire you are building, you will want to adopt one or another.
Multiculturalism is good for civilizations with big cosmopolitan cities aiming to spread their culture overseas, or for sprawling but peaceful empires interested in another means of domination other than culture or military victory.
Cultural homogenization, however, will be great for small besieged empires wanting to protect theirselves against agression and neglect others cultural victory, and for civilizations poised for world conquest.
In short, this system allows the following:
- You will employ the culture in the same vein as social policies in order to strenghten your civilization, by acquiring cultural traits
- By choosing your cultural traits you will customize your civilization, for unlike social policies, every single decision implies rennouncing to a set of bonuses while picking others
- Culture will permeate another civs, and will leave a lasting mark in them even long after your civilization is gone, making you able to shape other civilizations far beyond your own lands
- Culture will be a game of "give and take", and one will have to ponder how, when and by whom wants to be influenced
Whew, thoughts?