Thunderbrd
C2C War Dog
In C2C we have properties. And we have culture from the original CivIV. We also have culture(s) as implemented by Hydro initially.
It has long been a consideration to make cultures compete in similar ways to the way core national culture from vanilla does. Core Culture represents the national identity but the 'cultures' represent the cultural identities of the people. In the US, for example, we have Mexican, Italian, Russian, Polish, (the list could go on forever) people all living here and for the MOST part we all define ourselves as Americans. But what it means to be a part of the US doesn't separate you from what it means to be from another heritage. If you started getting a vast majority of people identifying themselves with being, say, Mexican, and did NOT identify themselves with being American, then you'd start to have some national identity issues that could cause a divisive crisis.
And within the span of a given national border, many sub-cultures can exist that compete with one another.
But it doesn't stop there. We also have religions and languages and opinions on what laws should or shouldn't be. These are all ideas in competition in a given population.
The Ideas project intends to encompass these concept conflicts among the people and show real changes on a grand scale.
Putting cultures into Ideas will help us to craft special element prerequisites. A city can identify with one or more cultures but does it identify with one type of culture enough to build its special building or one of its special units? And I think this is a good place to start.
Cultures would be a 'competitive idea'. This means that any measurement of an idea's influence in this category would be represented as a percentage of the overall total of influences in a city or player. Thus, to put it very simply, if I have 60 influence from Celtic and 40 influence from Neanderthal cultures in a city, the city would show that it is 60% Celtic and 40% Neanderthal. But the same would be true if the Celtic influence was 12 and the Neanderthal influence was 8. No matter how great one influence became, it remains in competition with the other influences it is competing with.
I'm thinking these %s of influence should be trackable and visible to the player in cities (with something similar to the original culture bar) and when units are trained in a city, it inherrits the majority influence culture as its culture combat class. This can help then guide the unit in other ways later like special promos, and perhaps even loyalties.
The nation should total the influences and at the player level you can also show cultural %s. This will lead to what cultures can be adopted (as a very special category of civics.) and if a player allows his adopted culture to differ dramatically from his people's cultural %s, he could be looking at a new type of revolution potentially.
Before we get to these end goal kind of effects, it's going to be important to sort out HOW the math will function to make influences increase, decrease, be shared with other cities, be influenced by units, etc...
And that's what this thread is for.
I've initiated the project by generating 2 new info classes: IdeaClasses and Ideas.
Idea Classes are the categories within which competitive ideas must vie with each other and can also indicate categories that are non-competitive where influences rise and fall independently of the other ideas in the class (spreading stories for example do not compete with each other.) I still need to put a boolean in for competitive vs non-competitive.
Ideas are the items within the classes. We can put tags in here to craft the way ideas compete. The strength of some ideas may be more than others. The speed at which an idea can spread or decline may vary by the idea itself.
I have set the platform up for developing tags and dynamics but those are NOT in place at all at this time. It's going to take a full team effort to develop this out further. We'll need UI, lots of xml work, and lots of brainstorming and discussion to figure out how to best encapsulate the waxing and waning of ideas and then lots of work to adapt the objects that would base themselves on them.
So the door is open for us to talk this out.
It has long been a consideration to make cultures compete in similar ways to the way core national culture from vanilla does. Core Culture represents the national identity but the 'cultures' represent the cultural identities of the people. In the US, for example, we have Mexican, Italian, Russian, Polish, (the list could go on forever) people all living here and for the MOST part we all define ourselves as Americans. But what it means to be a part of the US doesn't separate you from what it means to be from another heritage. If you started getting a vast majority of people identifying themselves with being, say, Mexican, and did NOT identify themselves with being American, then you'd start to have some national identity issues that could cause a divisive crisis.
And within the span of a given national border, many sub-cultures can exist that compete with one another.
But it doesn't stop there. We also have religions and languages and opinions on what laws should or shouldn't be. These are all ideas in competition in a given population.
The Ideas project intends to encompass these concept conflicts among the people and show real changes on a grand scale.
Putting cultures into Ideas will help us to craft special element prerequisites. A city can identify with one or more cultures but does it identify with one type of culture enough to build its special building or one of its special units? And I think this is a good place to start.
Cultures would be a 'competitive idea'. This means that any measurement of an idea's influence in this category would be represented as a percentage of the overall total of influences in a city or player. Thus, to put it very simply, if I have 60 influence from Celtic and 40 influence from Neanderthal cultures in a city, the city would show that it is 60% Celtic and 40% Neanderthal. But the same would be true if the Celtic influence was 12 and the Neanderthal influence was 8. No matter how great one influence became, it remains in competition with the other influences it is competing with.
I'm thinking these %s of influence should be trackable and visible to the player in cities (with something similar to the original culture bar) and when units are trained in a city, it inherrits the majority influence culture as its culture combat class. This can help then guide the unit in other ways later like special promos, and perhaps even loyalties.
The nation should total the influences and at the player level you can also show cultural %s. This will lead to what cultures can be adopted (as a very special category of civics.) and if a player allows his adopted culture to differ dramatically from his people's cultural %s, he could be looking at a new type of revolution potentially.
Before we get to these end goal kind of effects, it's going to be important to sort out HOW the math will function to make influences increase, decrease, be shared with other cities, be influenced by units, etc...
And that's what this thread is for.
I've initiated the project by generating 2 new info classes: IdeaClasses and Ideas.
Idea Classes are the categories within which competitive ideas must vie with each other and can also indicate categories that are non-competitive where influences rise and fall independently of the other ideas in the class (spreading stories for example do not compete with each other.) I still need to put a boolean in for competitive vs non-competitive.
Ideas are the items within the classes. We can put tags in here to craft the way ideas compete. The strength of some ideas may be more than others. The speed at which an idea can spread or decline may vary by the idea itself.
I have set the platform up for developing tags and dynamics but those are NOT in place at all at this time. It's going to take a full team effort to develop this out further. We'll need UI, lots of xml work, and lots of brainstorming and discussion to figure out how to best encapsulate the waxing and waning of ideas and then lots of work to adapt the objects that would base themselves on them.
So the door is open for us to talk this out.