dh_epic
Cold War Veteran
The Point of a New Model
What is culture, really?
When you look at history, neighbors tended to share ideas and values and engaged in a kind of "intellectual cross breeding".
You can see this in how much ancient Rome owes to the ancient Greeks in terms of architechture. You can see this in how the Vikings gradually stopped attacking the northern parts of Europe as they became Christianized. You can see it in the differences between a "western style" and "eastern style" of literature. You can see it in how Judaism managed to survive thousands of years without a Nation or Country.
What is Civ's Culture missing?
1. A Civ culture model would need culture to spread, instead of just accumulating within cities.
2. It would also need culture to cross borders without changing borders -- culture-flipping just doesn't represent most cultural interaction.
3. Culture would also need to have real impacts on how the AI picks its allies. Culturally similar nations would be more likely to get along, while culturally different nations would be more likely to hold grudges. And similar nations would be more likely to unite in the face of difference. This might require several AI civs that don't play to win, but play for a kind of realism.
See the following thread for more details on the AI in particular:
http://forums.civfanatics.com/showthread.php?t=101196
Implementation
In short, Culture would be spread to your rivals' cities. The more culture you spread, the better. A city would reflect the amount of culture it has, as well as who contributed to that culture (color coded).
Spreading Culture through Units
The user can build cultural units instead of military units or buildings. These units would be sent to enemy cities, or your own cities, to stimulate culture. Each unit would implant 20 units of culture in the city. (Or more, or less, or it varies depending on the era and unit).
Cultural units include: artists, philosophers, missionaries
(For the sake of the model, don't worry about how these units are different... although I'm sure we can discuss ad nauseum how a philosopher unit could have different strengths from an artist unit.)
Spreading Culture through Trade
Culture bonuses (in CPs) would be given for trading. (The numbers are only examples.)
Tech you Discovered: 2 of your CP into each city of your opponent
Tech you Traded for: 1 of your CP, 1 of inventing Civ's CP into each city of your opponent
Luxury: 1 of your CP per luxury per turn into a random opposing city
Resource: No CP bonus
Map: No CP bonus
City: 5% of that City's CP distributed between nearby enemy cities
Culture Flipping
Culture flipping would occur when a city has more than 50% of its culture from another Civilization, and has broken through the 100 CP threshhold. The threshhold would be higher for cities that were either conquered or traded (to prevent instant flipbacks).
Other Suggestions (Run with them if you like them)
Foreign culture in a city would be depleted if you were at war or hostile towards that nation. This reflects how differences become more pronounced.
For every 200 CP's you accumulate in a city, 1 new CP will be generated in that city per turn. This reflects how a powerful cultural movement can sustain and propogate itself.
For every 500 CP's you accumulate in a city, 1 new CP will be generated in each neighbouring city.
The culture that a unit transmits reflects the cultural makeup of its hometown. If the town is 7% Greek, 1 out of the 20 CP's transmitted would be Greek. This is how Greek culture can reach France by way of Rome's philosophers.
You could do a kind of "cultural cleansing" if you wanted to reduce foreign presences that are contributing to your opponents' victory. Propaganda, book burning, people burning...
Calculating Cultural Similarity
We talked about civilizations who are similar flocking together, particularly in the face of an enemy. It's easy to see how you can add up all the different cultures in a Civ, add up all the different cultures in another Civ, and see how different they are.
For math junkies. In comparing two Civs, A and B, you'd subtract the overlap. Difference(A,B) = (A - A&B) + (B - A&B). You can see that the greater the overlap (A&B), the more this converges to zero difference.
Implications
Similarity in Diplomacy
Perhaps the AI would side with more similar nations (Difference(Me,Rome) versus Difference(Me,Persia)). Or perhaps your population would actually encounter unrest if you stayed out of a conflict where a very similar nation was fighting an enemy you both consider very different. Regardless, the seeds are sewn here for similarity to have an impact on diplomacy.
Geography and Similarity
You can start to see how Europe could become quite similar after hundreds of years of passing around philosophers, missionaries, artists, technologies, and goods. You can also see how the crusades prevented a sense of similarity from emerging between Europe and the Near East, as well as how it prohibited culture-crossing with Japan, China, and India. Geography has an important effect on culture-crossing.
Civilizing the Barbarians
A barbarian city (or just a really uncivilized city) keeps attacking you. But instead of fighting back, you send a missionary over. Suddenly the Barbarians have more culturally in common with you. The AI stops fighting. You send over a few philosophers, and next thing you know, they're absorbed into your empire. The pen is mightier than the sword, so they say.
Crossing Strategies
You can see how a nation might now feel threatened by a cultural powerhouse. Initial impulses might be to engage in a kind of cultural cold war, and pump our more units, or to blockade the borders. But let's cross over to our militaristic player, who decides to start killing every missionary sent to him from Britain. That's strategy!
Surviving as a Cultural Relic
Imagine a nation with a beautiful religion is conquered. Does that religion go away? Not necessarily. If the culture is strong enough, it may last long into the future. This is because the conquerer spreads a bit of the conquered's culture when it creates a culture unit. (Maybe one day they'll once again have a nation, due to the generousity of a world superpower?)
From Cleansing to War
A nation, in an effort to "purify" its culture, decides to cleanse some of the foreign CP's in its culture-o-meter. The foreign interest, seeing this threat to its culture, decides to intervene and attack. War breaks out. (One could say this is a lot like a country engaging in genocide, prompting the intervention of foreign powers who cannot sit by idlely. But it's done with politically correct numbers.)
Winning by Culture needs Allies
Instead of killing your way to the top, you win the game by spreading your culture beyond your borders. But in order to do that, you need to keep peaceful relations with other nations so they don't block your missionaries and artists. You need to trade with them so they become fans of your spices. You need to prevent war so people don't start boycotting your culture. You still accumulate 80000 CP's, but now the 80000 CP's are around the world, in other people's cities too. Having allies is important.
Conclusion
To conclude, I ask an odd question: What is a CP?
With this model, I think that's really the same question as "what is culture"? To quote a small part of a dictionary definition, CP's and culture are "socially transmitted behavior patterns, arts, beliefs, institutions, and all other products of human work and thought".
So when you get a CP into a rival's city...
Maybe you convinced them to use the word "pasta" for noodles.
Maybe you convinced them that life after death is a reward.
Maybe you convinced them to paint using small brush strokes.
Maybe you convinced them of the importance of the individual's rights.
Maybe you convinced them to observe a 10 month calendar.
Maybe you convinced them that Shaft is a bad mother.
Maybe you convinced them to eat 4 meals a day, no hotdogs on Friday.
The point of this is not just to show how much your imagination can add to this culture model... but that this culture model is very close to how culture actually works, without trying to figure out what a 10 month calendar would do to a society.
It's true using blank CP's would be like saying that all culture is equal. But we've still made an important step with this model: CPs spread beyond borders and reflect their culture of origin, and thus allow the game to reflect cultural similarity. This makes for a new source of conflict as much as it makes for a new strategy altogether.
What is culture, really?
When you look at history, neighbors tended to share ideas and values and engaged in a kind of "intellectual cross breeding".
You can see this in how much ancient Rome owes to the ancient Greeks in terms of architechture. You can see this in how the Vikings gradually stopped attacking the northern parts of Europe as they became Christianized. You can see it in the differences between a "western style" and "eastern style" of literature. You can see it in how Judaism managed to survive thousands of years without a Nation or Country.
What is Civ's Culture missing?
1. A Civ culture model would need culture to spread, instead of just accumulating within cities.
2. It would also need culture to cross borders without changing borders -- culture-flipping just doesn't represent most cultural interaction.
3. Culture would also need to have real impacts on how the AI picks its allies. Culturally similar nations would be more likely to get along, while culturally different nations would be more likely to hold grudges. And similar nations would be more likely to unite in the face of difference. This might require several AI civs that don't play to win, but play for a kind of realism.
See the following thread for more details on the AI in particular:
http://forums.civfanatics.com/showthread.php?t=101196
Implementation
In short, Culture would be spread to your rivals' cities. The more culture you spread, the better. A city would reflect the amount of culture it has, as well as who contributed to that culture (color coded).
Spreading Culture through Units
The user can build cultural units instead of military units or buildings. These units would be sent to enemy cities, or your own cities, to stimulate culture. Each unit would implant 20 units of culture in the city. (Or more, or less, or it varies depending on the era and unit).
Cultural units include: artists, philosophers, missionaries
(For the sake of the model, don't worry about how these units are different... although I'm sure we can discuss ad nauseum how a philosopher unit could have different strengths from an artist unit.)
Spreading Culture through Trade
Culture bonuses (in CPs) would be given for trading. (The numbers are only examples.)
Tech you Discovered: 2 of your CP into each city of your opponent
Tech you Traded for: 1 of your CP, 1 of inventing Civ's CP into each city of your opponent
Luxury: 1 of your CP per luxury per turn into a random opposing city
Resource: No CP bonus
Map: No CP bonus
City: 5% of that City's CP distributed between nearby enemy cities
Culture Flipping
Culture flipping would occur when a city has more than 50% of its culture from another Civilization, and has broken through the 100 CP threshhold. The threshhold would be higher for cities that were either conquered or traded (to prevent instant flipbacks).
Other Suggestions (Run with them if you like them)
Foreign culture in a city would be depleted if you were at war or hostile towards that nation. This reflects how differences become more pronounced.
For every 200 CP's you accumulate in a city, 1 new CP will be generated in that city per turn. This reflects how a powerful cultural movement can sustain and propogate itself.
For every 500 CP's you accumulate in a city, 1 new CP will be generated in each neighbouring city.
The culture that a unit transmits reflects the cultural makeup of its hometown. If the town is 7% Greek, 1 out of the 20 CP's transmitted would be Greek. This is how Greek culture can reach France by way of Rome's philosophers.
You could do a kind of "cultural cleansing" if you wanted to reduce foreign presences that are contributing to your opponents' victory. Propaganda, book burning, people burning...
Calculating Cultural Similarity
We talked about civilizations who are similar flocking together, particularly in the face of an enemy. It's easy to see how you can add up all the different cultures in a Civ, add up all the different cultures in another Civ, and see how different they are.
For math junkies. In comparing two Civs, A and B, you'd subtract the overlap. Difference(A,B) = (A - A&B) + (B - A&B). You can see that the greater the overlap (A&B), the more this converges to zero difference.
Implications
Similarity in Diplomacy
Perhaps the AI would side with more similar nations (Difference(Me,Rome) versus Difference(Me,Persia)). Or perhaps your population would actually encounter unrest if you stayed out of a conflict where a very similar nation was fighting an enemy you both consider very different. Regardless, the seeds are sewn here for similarity to have an impact on diplomacy.
Geography and Similarity
You can start to see how Europe could become quite similar after hundreds of years of passing around philosophers, missionaries, artists, technologies, and goods. You can also see how the crusades prevented a sense of similarity from emerging between Europe and the Near East, as well as how it prohibited culture-crossing with Japan, China, and India. Geography has an important effect on culture-crossing.
Civilizing the Barbarians
A barbarian city (or just a really uncivilized city) keeps attacking you. But instead of fighting back, you send a missionary over. Suddenly the Barbarians have more culturally in common with you. The AI stops fighting. You send over a few philosophers, and next thing you know, they're absorbed into your empire. The pen is mightier than the sword, so they say.
Crossing Strategies
You can see how a nation might now feel threatened by a cultural powerhouse. Initial impulses might be to engage in a kind of cultural cold war, and pump our more units, or to blockade the borders. But let's cross over to our militaristic player, who decides to start killing every missionary sent to him from Britain. That's strategy!
Surviving as a Cultural Relic
Imagine a nation with a beautiful religion is conquered. Does that religion go away? Not necessarily. If the culture is strong enough, it may last long into the future. This is because the conquerer spreads a bit of the conquered's culture when it creates a culture unit. (Maybe one day they'll once again have a nation, due to the generousity of a world superpower?)
From Cleansing to War
A nation, in an effort to "purify" its culture, decides to cleanse some of the foreign CP's in its culture-o-meter. The foreign interest, seeing this threat to its culture, decides to intervene and attack. War breaks out. (One could say this is a lot like a country engaging in genocide, prompting the intervention of foreign powers who cannot sit by idlely. But it's done with politically correct numbers.)
Winning by Culture needs Allies
Instead of killing your way to the top, you win the game by spreading your culture beyond your borders. But in order to do that, you need to keep peaceful relations with other nations so they don't block your missionaries and artists. You need to trade with them so they become fans of your spices. You need to prevent war so people don't start boycotting your culture. You still accumulate 80000 CP's, but now the 80000 CP's are around the world, in other people's cities too. Having allies is important.
Conclusion
To conclude, I ask an odd question: What is a CP?
With this model, I think that's really the same question as "what is culture"? To quote a small part of a dictionary definition, CP's and culture are "socially transmitted behavior patterns, arts, beliefs, institutions, and all other products of human work and thought".
So when you get a CP into a rival's city...
Maybe you convinced them to use the word "pasta" for noodles.
Maybe you convinced them that life after death is a reward.
Maybe you convinced them to paint using small brush strokes.
Maybe you convinced them of the importance of the individual's rights.
Maybe you convinced them to observe a 10 month calendar.
Maybe you convinced them that Shaft is a bad mother.
Maybe you convinced them to eat 4 meals a day, no hotdogs on Friday.
The point of this is not just to show how much your imagination can add to this culture model... but that this culture model is very close to how culture actually works, without trying to figure out what a 10 month calendar would do to a society.
It's true using blank CP's would be like saying that all culture is equal. But we've still made an important step with this model: CPs spread beyond borders and reflect their culture of origin, and thus allow the game to reflect cultural similarity. This makes for a new source of conflict as much as it makes for a new strategy altogether.