A new (old) idea for culture

morss_4

Warlord
Joined
Dec 6, 2005
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So a while back, I had an idea for reworking culture as it appears in the Civ games. Unfortunately I buried this idea in the ridiculously unwieldy Civ 5 thread. I was thinking about the idea again and wanted to hear some opinions on it, so I decided to give it it's own thread.

Basically, in my opinion, culture as it currently appears in Civ IV is a bit boring, to put it mildly. More or less it exists to push borders around a bit and, from a game play perspective, not a whole lot else. Oh there's a culture victory, but I've never been a big fan of it. Building a space ship and going to Alpha Centauri? Sure, that's a reasonable victory. World Conquest? Obviously if everyone else is dead you win. Domination? Hey if you already own most of the world, the outcome is sort of a foregone conclusion right? Diplomatic? Yeah, if everyone agrees you win then, hey, you win. Culture? Er...three of your cities passed an arbitrary threshold for number of musical notes...?

So here is what I am suggesting.

Culture still does the same thing it does now in regards to borders and city flipping, but we punch it up a little.

Consider for a moment the following: literature, the heroic epic, the Sistine Chapel, and drama. The heroic epic and the Sistine Chapel, currently, are wonders (one small one large) that you have to build. With hammers. You can actually pump out the heroic epic faster if you have some mines in a city. Coal or copper are also good. Literature and drama are technologies. They're obtained with beakers, and you can get them quicker if you make some scientists. No matter how many artists you're running the Sistine Chapel and literature will not come to you any faster.

Does this make sense to anyone?

So how about this: we institute what, for lack of a better term, I will be calling a culture tech tree.

The culture tech tree will be a tree that consists of cultural advancements, and progressing through the tree will depend on the total culture your nation produces, much like the current one depends on beaker production. It will be made up of techs and wonders from the current game that we move there (such as literature, drama, military tradition, the Sistine Chapel and all poem related wonders) as well as some new culture techs we devise. Some wonders, like the heroic epic, will become culture techs themselves while others, like say Hollywood or Bachs cathedral, will still have to be built in cities, but will have a culture tech (like music) as a prerequisite. It will exist separate from the science tech tree but will be tied to it. For example, before you can research literature in the culture tech tree, you must first research writing in the science tech tree. (Note, not all wonders will be culture related. Hoover dam for example probably wouldn't get built any faster if the Roosevelt administration sponsored some painters.)

The tree will be largely optional. Although the culture tech tree will depend on the science one, the reverse will not be true. As a result you can, if you so choose, run a barbarian culture which laughs at the arts but still makes a mean tank. You can win the game without ever touching the thing if you so choose.

BUT it will give some nice bonuses to those civs who do choose to pursue it. Wonders, both large and small, will be tied to it. Some national bonuses (for example to happiness) could come from it. Resources like Broadway hits will come from it. Going down the culture tree could give you culture techs that make flipping cities easier.

Two points that I think will make this idea work even better:

1. Remove the culture slider. The reasons for this are two fold. First of all I don't think players should have to feel that culture is competing with science directly. I can imagine players saying "the culture tree sucks, you have to gimp your science to use it." I don't want that. Second of all if you have a culture slider the culture tree sort of just becomes "science b". The way in which you move up the tree is basically just the same as the science tree. Instead, by forcing the player to get his culture from buildings, wonders, and artist specialists, these issues are avoided. Science and culture are no longer directly competing, and the way in which you move up the two trees is fundamentally different.

2. Don't allow the trading of culture techs. Culture is a property of a nation. It's not really something that's traded or bought. It can diffuse on it's own, but it doesn't make sense to trade the assembly line for music.

Finally let's look at reworking the current culture win condition.

Currently I have two ideas kicking around in my head:

1. Make a culture equivalent of the spaceship. Perhaps when you get far enough in the culture tech tree you get the opportunity to either research "cultural icons" (think Mickey Mouse for example) on the cultural tech tree or you unlock great cultural buildings. Completing all the icons or building all the buildings gives you a cultural dominance win. Perhaps you mix the ideas, you have icons AND buildings and you have to complete both.

2. Introduce language to the game. This one is a bit less straightforward, and perhaps more problematic, but potentially more interesting. Language diffuses in much the same way religion works now, but without missionaries to spread it. It would move faster along trade routes and open boarders, and it would also move faster depending on the total culture of the civ spreading it. Once your language spreads to a large enough portion of the world, you win.

So anyway, that's what I've got bouncing around in my head. What do people think? Good ideas? Bad ideas? Take it? Leave it?
 
I think you could leave the culture slider in, you would just have let culture that is passively built, ie from the palace, temples, wonders etc contibute to the culture tech tree, as well as culture that is "built" in a city or generated from gold (culture from creative would have to be ignored though, or suitably balanced; it'd be easier to ignore at first then reconsider it from a balance perspective after a system was in place). It's a decision you can make, focus more on science, or on culture. This idea definately makes it more worthwhile to focus on culture.

That is an excellent idea IMO, definately should be considered for CiV.
 
2. Introduce language to the game. This one is a bit less straightforward, and perhaps more problematic, but potentially more interesting. Language diffuses in much the same way religion works now, but without missionaries to spread it. It would move faster along trade routes and open boarders, and it would also move faster depending on the total culture of the civ spreading it. Once your language spreads to a large enough portion of the world, you win.

Or culture itself could be spread like this, as in real life. For example, American culture is prevalent throughout the world today.

Every Civilization could have a culture, and gold could be given for every foreign city that has your culture. Culture should work slightly different to religion, however, with levels of culture within every city not being uniform. For example, if a city has three cultures, than one could have 70% influence over that city, with two others having 15% each. Maybe a cultural domination victory could be achieved if your culture held prevalence over maybe 67% of the world. Civilizations could also choose a state culture (partly to work as a rival to religion in the forming of blocs), abandoning their own to get the diplomatic (and happiness, maybe) benefits of being part of a cultural bloc. Perhaps the benefits of cultural buildings could increase with an increase in the spread, or influence, of a culture choosen as the state culture. And, of course, the diplomatic benefits for sharing a culture would be immense.
 
Good idea, but I disagree on the tech trading -you can show people a new type of culture in exchange for an industrial tech. Also, if you can't it just becomes, in my opinion, unnecessarily complex and seeing as it's a game that's omplicated enough already it probably ought not be made less simple.
 
I really like this idea; it merits some further thought. Whether the application of it is as you suggest, or just the concept of redoing completely how culture is done (which is a large step, but worthy of thought).

Culture should very, very rarely increase a civs boundaries. I don't see many Emperor's passing control of a 50km2 piece of land just because the people there like their neighbours more. It should however heavily influence diplomacy and trade.
 
In the early game, culture would influence borders as people were subjects to whoever they chose, up to a point. However, in the late game you should be able to fix your borders.
 
The idea that culture shouldn't determine borders would go well with the border war suggestion there was a while back. You could have limited skirmishes on a border to decide who owned that square. This would need a lot more specifics and failsafes (to avoid all out war every time) in order to be viable, though.
 
Yes, that wwould work - and make forts worth a lot more as defensive implements - at present in BT they do everything for me except holding positions, becase I only have fixed deployments in cities.
 
What about this...

Keep the current tech tree (don't have a culture tree) - but tag the technologies which are "culture related". Then (and I realise this is a big change), the civ can only research that technology once they have reached a certain civ culture points.
 
What about this...

Keep the current tech tree (don't have a culture tree) - but tag the technologies which are "culture related". Then (and I realise this is a big change), the civ can only research that technology once they have reached a certain civ culture points.

Hmm. This could work. How exactly would it fit into tech trading? And do you count, say, theology, as a cultural tech? If not, why not, as it unlocks the Sistine Chapel? If so, why, as it is, after all, a religious tech?
 
Theology should be a cultural tech. Religion and culture and TIGHTLY bound; if it weren't for religion we might not have the masterpieces of Michelangelo and others of the same ilk.

The 'technology' cannot be traded, but perhaps your relationships that you have with other civs can grant culture points (this would make sense)... this would accelerate getting the necessary culture points required, but not give the tech itself.
 
Theology should be a cultural tech. Religion and culture and TIGHTLY bound; if it weren't for religion we might not have the masterpieces of Michelangelo and others of the same ilk.

Masterpieces of the same ilk, huh? Well, Confucius from Code of Laws and Daoism from Philosophy are not tightly bound to culture from my point of view. Though, I agree they should be cultural techs.
 
Masterpieces of the same ilk, huh? Well, Confucius from Code of Laws and Daoism from Philosophy are not tightly bound to culture from my point of view. Though, I agree they should be cultural techs.
:) Perhaps my perspective is severely limited - but many of the works of art/music/architecture that I am aware of come from either a) inspired from Judeo-Christian religion or b) were paid for by the roman catholic church.

I think Confuscious would be a significant person in asian culture (hence a part of their heritage and culture)?
 
Stonehenge, the Pyramids, that massive great temple in Dehli that I can't remember the name of, The Golden Temple - all from non-judeo-christian religions
 
Stonehenge, the Pyramids, that massive great temple in Dehli that I can't remember the name of, The Golden Temple - all from non-judeo-christian religions

Good point. I guess the difference between these things and the ones I mention is that the religious beliefs that spawned these monuments has (mostly) died out. Had they continued, they would no doubt be an important part of the culture. They are still definitely part of the culture - but historically moreso than still current. If that makes any sense.
 
Amritsar is sikh. the Dehli temple is hindu, and there are others - the Masjid al-Haram (althought Islam can be classified as a church of christianity, in that all of the christian prophets exist in it). There are many great monuments built by living, non-Jewish religions - and then there are the secular ones - the Mona Lisa, the Empire State Building, Buckingham Palace...
 
the Masjid al-Haram (althought Islam can be classified as a church of christianity, in that all of the christian prophets exist in it).
Not so. The core belief of Christianity is that Jesus Christ is God. Islam says that he is only a great teacher. Slight difference.
 
But in the game, religion is not designed to be a cultural thing, but a financial benefit. The main benefit of founding a religion is gold, not culture. So, I don't think religious techs should be counted as cultural techs.
 
Not so. The core belief of Christianity is that Jesus Christ is God. Islam says that he is only a great teacher. Slight difference.

Yeah, but all of tje Christian teaching is in Islam in som form. Some churches differ massively - the Arians and Cathars believed that Jsus was just an exemplary man, and for example the Nonconformists encourage priests to marry, while Catholics forbid it.
 
I see what you're saying, but you probably won't win an argument by saying that Islam is a form of Christianity.

Anyway, back ON TOPIC.

Perhaps culture could be more closely linked to a Civilization's culture, which I proposed earlier. Maybe, if you found a religion, cities with your culture will become more likely to have that religion spread to them, or something?
 
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