Hello again guys! I am really happy to see the debate that has took place in this topic! Lots of good ideas, good musings and good game design! Thank you all for contributing!
After reading the previous commentary of DM4444, I think that the "cultural identity radious" idea is worth of exploring, but after analyzing it I have encountered some flaws on it, namely, that if it would be matched with a cultural flipping mechanic, it would render the conquest of foreign capitals other than at the early game as near impossible. And as a second problem, we would need for culture to help into the other games aspects too if we would need it to help other areas if we want it to be relevant in the game rather than become its own self-contained part of the game.
So in order to mitigate that problem, expand upon the "culture as a relationship to the land" concept, and muse about what the future Civilization 6 might bring, I present you thee:
CULTURAL TRAITS: Reinforcing "culture as a place" of the identity radious concept as well as having another anti-snowball mechanism
>> Cultural traits mechanics
Rather than outright "flipping" enemy cities, cultural preassure (and trade routes) would make foreign cities acquire the cultural traits of stronger cultural civs, leaving said influence marked in the cities and viewable from the map.
>> >What are these "cultural traits"?
They could be one of these five cathegories, namely:
Language, customs, art, lifestyle and ideals
That is, the building blocks of any culture.
>> And how are they acquired?
By old fashioned cultural preassure (proximity to foreign cultured cities) and by the action of trade routes for a more far-reaching influence. When you couple this system with my previously proposed cultural identity radious mechanic (less culture and science output the further your cities are from your capital) that would mean that the fringes of large empires will almost always be filled with cities with foreign cultural traits present inside of them. It will also mean that old cultures might survive the
empires that spawned them in the first place, and that foreign conquest will make you acquire not only foreign cities, but their foreign culture as well.
Due to game balance reasons, a given city might not have more than 4 foreign cultural traits on it.
>> Ok, so what are the effects of these cultural traits?
The cool thing about cultural traits is that they will benefit both parties involved: Both the reciever and the exporter of culture will recieve a bonus. Which will mean that it will be an two edged sword: Do you want to give that type of advantage to foreign empires over yours or do you think that both will be able to prospere together?
In short, the decision between having a multicultural VS an isolationist empire will be a though one, and its usefulness will be almost entirely circumstantial and dependant of your overall strategy.
>> Seriously, what will be their in-game effects?
Advantages for
IMPORTING a foreign cultural trait:
Every foreign cultural trait will add a +25% to the culture output of your city, as it gets enriched trough multiculturality.
Please note that when you couple this with the identity radious mechanism, that will mean that the cities that will benefit the most from adopting foreign cultural traits will be your core cities (aka, where culture is produced) while small, underdeveloped cities or far away colonies won't benefit at all from alll that pesky foreign influence. Which bring us to...
The advantages for
EXPORTING successfully your cultural trait into foreign cities are dependant on which trait you export:
- Foreign cities with your religion will have a -40% ranged damage bonus and -40% HP penalty when fighting against your units
- Foreign cities with your language will give a +50% bonus to the yields of your incoming trade routes
- Foreign cities with your art will generate +2 culture in your capital
- Foreign cities with your lifestyle will give +1 food in one city of your choosing (growth due to inmigration)
- Adopting a foreign ideal will give your empire +2 science
>>> And how do I pick which traits do I want in my empire and which do not?
Easy. While cultural traits affects your empire on a per-city basis, you will manage them on an empire-wide basis trought the culture screen. The culture screen will allow you to decide which culture do you want to import, which one do you want to
resist, and which aspects of your culture do you want to export to each civ.
A civilization can have the following
attitudes towards the culture of another civ:
Persecuting culture: -30% to the expansion of the rival culture into your civilization. Your cities where said culture is present will slowly purge it (if they have enough cultural output to pull this off). However, your civ will suffer a diplomatic penalty with said civilization, and you will have no choosing into which traits gets passed upon your civ
Resisting culture: +0% to the expansion of the rival culture into your civilization. You will have no saying into picking which traits gets passed upon your civ, this will have no diplomatic effect into the other civ. This is the "default" atitutde towards foreign cultures
Welcoming culture: +50% to the expansion of the rival civ culture into your civilization. However, your civ will be able to pick which aspect of your rival's culture your empire will adopt and you will gain a diplomatic bonus with said civ, which
will be major if you adopt their cultural pet's peeve (say, Arabia will be glad if you adopt their language, but they will love you if you try to adopt their religion)
This dynamic will open a very, very interesting game of risk calculation: Do you think that your culture will be powerful enough in order to resist that pesky foreign influence? Or perhaps it will be wiser to outright adopt another culture so you can pick which foreign cultural traits do you prefer inside your empire? Do you mend up broken relationships with former enemies by adopting their culture, or it is too much of a risk?
For you to have an idea of how that would traduce into the game, here's an example of France´s cultural screen in a random game (caps are for marking which parts you can modify by opening menus):
America is RESISTING French culture. You're trying to export French IDEAS into them
Germany is WELCOMING your French LANGUAGE into their empire. We're glad to enlighten them
Persia is WELCOMING your French ART into their empire. We're glad to enlighten them
Rome is PERSECUTING French culture. Our people will not tolerate this insult! You're trying to export French ART into them.
We have a policy of trying to RESIST American CULTURE. But they are trying to instill their lifestyle into us!
wE have a policy of trying to RESIST German CULTURE. But they are trying to instill their ideas into us!
We have a policy of trying to WELCOME Persian RELIGION. Persia is greatly pleased with our our cultural policy too!
We have installed a policy of trying to PERSECUTE Roman CULTURE. But they hate us for this, and they are trying to instill their LANGUAGE into us!
>> Special perks for cultural aspects
Needless to say, social policies and wonders will have an effect on your culture, too. They will grant unique bonuses for cities with your culture present inside of them, thus, they will make certain traits of your culture more attractive to adopt for foreign civilizations.
For example, building the Statue of Liberty will grant +50% great people to every city with your lifestyle present on it (aka, every city of your empire with no foreign lifestyles on them + foregin cities that have adopted your lifestyle too).
This will mean, however, that you might not be so eager to adopt foreign cultural traits, since they might substitute your more advanced native ones! (say, if you have built the Statue of Liberty and you have a city with a foreign lifestyle on it, it won't be benefitting from that bonus!)
>> Cultural decay, cultural permanence, and the advent of nationalism
And now, for the funny part of it. Every city of yours with a foreign cultural trait will be +50% more vulnerable to the action of enemy spies.
In addition to that, occuppied cities that retain part of their old culture will be extremely troublesome. If your civilization go trought a revolution (changing goverments) or falls into unrest (revolts, unhappiness), occuppied cities with foreign cultural traits present on may break off from your empire if they don't generate enough culture.
Not only that, but with the advent of nationalism, your spies will have a new covert ops weapon: You will be able to incite separatist movements inside foreign cities with cultural traits other than their own, even if they are not occuppied and even if their empire of origin has been wiped out long ago.
In short, foreign cultural aspects will make it far harder for big empires to retain their territories during the end game, unless they have worked extensively into culturally assimilate them, thus, making importing cultural traits a real long term treath for your empire, even if it is not as much as an inmediate obstacle as the city flipping mechanisms of yore.