civilizationfanatic2000
Prince
- Joined
- Jan 13, 2022
- Messages
- 332
Provinces
are divisions of the ingame fractal tiles made by the AI representing the people in your civilization, with automatically generated names based on geographical features. you can also make your own provinces and name them whatever you want. governors/satraps/etc can be assigned to provinces to manage them.
Travel Time
all states will have a Central Authority that can govern more than one city through a Governing Apparatus (I mean you can go without, but you'll be limited to one city). Central Authority radiates power to the surrounding areas, keeping them under control, but they can't get everywhere at once. obstacles like hills, rivers, mountains, or just long distances will increase the Travel Time needed to get from the Central Authority's physical location to the surrounding areas. If the Travel Time is at one year or over, everything over that radius becomes an independent state. You can also make multiple Central Authorities to represent a confederation.
also, the more Travel Time needed, the more culture in each of those places will diverge from the Central Authority's, perhaps to the point where they make their own civilization. Same with multiple Central Authorities.
Cultural Home
Cultures have starting regions, like rivers or lakes. This is where a culture is founded and exhibits a Cultural Guiding Force that radiates onto the surrounding areas to keep it in line with whatever features the Cultural Guiding Force has, like the Central Authority. The difference is that the Central Authority can rule over several cultures, but the Cultural Guiding Force makes and creates only one culture with minor variations. The source of a Cultural Guiding Force is called the Cultural Motherland.
are divisions of the ingame fractal tiles made by the AI representing the people in your civilization, with automatically generated names based on geographical features. you can also make your own provinces and name them whatever you want. governors/satraps/etc can be assigned to provinces to manage them.
Travel Time
all states will have a Central Authority that can govern more than one city through a Governing Apparatus (I mean you can go without, but you'll be limited to one city). Central Authority radiates power to the surrounding areas, keeping them under control, but they can't get everywhere at once. obstacles like hills, rivers, mountains, or just long distances will increase the Travel Time needed to get from the Central Authority's physical location to the surrounding areas. If the Travel Time is at one year or over, everything over that radius becomes an independent state. You can also make multiple Central Authorities to represent a confederation.
also, the more Travel Time needed, the more culture in each of those places will diverge from the Central Authority's, perhaps to the point where they make their own civilization. Same with multiple Central Authorities.
Cultural Home
Cultures have starting regions, like rivers or lakes. This is where a culture is founded and exhibits a Cultural Guiding Force that radiates onto the surrounding areas to keep it in line with whatever features the Cultural Guiding Force has, like the Central Authority. The difference is that the Central Authority can rule over several cultures, but the Cultural Guiding Force makes and creates only one culture with minor variations. The source of a Cultural Guiding Force is called the Cultural Motherland.