Yudishtira
Spiritual/Creative
Guerrilla captures a (size 40+) city in peacetime, and it autorazes. Is this as intended?
OOOHHH!!!I meant Culture Local, Culture Active, Culture Native and Culture Adopted
Update to latest SVN - there was bug with obsoletions.One more question about the above save game. I have "Hide Obsolete Buildings" on in BUG menu. The Cooking tech is researched, yet I still see the Ant Catcher in the build options for Beijing. Is that a bug?
Is the Barbs always raze option on?Guerrilla captures a (size 40+) city in peacetime, and it autorazes. Is this as intended?
It is only buildable if you have its adopted or native culture.Culture Local is buildable like normal buildings.
There are four types continental cultures, @Toffer90 can explain how these work.
"Culture Active" (Culture Accepted is another name I considered) combined with "Culture Local" is what unlocks the culture wonders that require this or that base culture (unlocks some other stuff too).OOOHHH!!!
How exactly do all of those work, by the way?
I've not been at war for centuries, so all the cities I've picked up lately have been either from barbs (ie. who have just captured them) or with HNs. I will check but I'm more than 99.99% sure that option isn't on.Is the Barbs always raze option on?
Remember also that pop 1 cities will autoraze... if it's not that, and/or if culture level in the city is higher than the normal starting level, then it shouldn't autoraze at all and it may be a bug.In this case I had revolted the city with spies and removed the defenders with Felis Superiors. Then the one HN I have that can capture cities was brought in to capture it, but (auto)razed it instead.
This city was certainly not size 1, in fact it was 47 iirc. It was the Ottoman capital or second city until they were wiped a turn or two ago, so it had been there for thousands of turns. It might be relevant that, when the Mayans captured it a few turns ago, it didn't appear to revolt even for one turn. So maybe there is some culture overflow in play, whereby it had reverted to the lowest culture level.Remember also that pop 1 cities will autoraze... if it's not that, and/or if culture level in the city is higher than the normal starting level, then it shouldn't autoraze at all and it may be a bug.
Thanks.It is only buildable if you have its adopted or native culture.
Local culture can be conquered, building a settler in a city will give that settler culture promotions based on what local cultures was present in the city that built it. Those promos will create the same local cultures in the city that settler found.
So if you have 1 city with local cultures that you have not yet adopted you can train settlers there to get the amount of local cultures you need to adopt that culture proper into your nation as a whole.
"Culture Active" (Culture Accepted is another name I considered) combined with "Culture Local" is what unlocks the culture wonders that require this or that base culture (unlocks some other stuff too).
"Culture Active" is given to all cities if your capital have "Culture Native" or "Culture Adopted"; you get "culture adopted" if you have enough "Culture Local" in your nation.
"Culture Native" is something you start with and cannot get rid of, you will only have 1 "Culture Native" while you may get many different "Culture Adopted".
You can lose an "Adopted Culture", if you lose cities with "Culture Local" and thus go under the threshold amount of "Culture Local" that you need for the cultural adoption.
It's possible that the barbarian player chose to raze it for whatever reasons they evaluate to do so. Was it your unit that captured the city?This city was certainly not size 1, in fact it was 47 iirc. It was the Ottoman capital or second city until they were wiped a turn or two ago, so it had been there for thousands of turns. It might be relevant that, when the Mayans captured it a few turns ago, it didn't appear to revolt even for one turn. So maybe there is some culture overflow in play, whereby it had reverted to the lowest culture level.
My version is pre-v40 and heavily tweaked for space content and other things, so I don't suppose you'll be interested in my save. Oh well...
Hmm, spreading it with immigrants isn't at the moment possible, but it's a good idea, Immigrants could get a random culture from the city they originate from as a culture promo, and work similarly to the settler unit.Though I rather dislike that you need to spread it by building CITIES, not by IMMIGRATION in those existing already ones or something similar.
Or CAN you?
If the civilian captive stem from razing a city or killing a settler then it could very well inherit cultures form its source. Not implemented, just noting it as a good idea.Civilian captives SHOULD be equipped with the culture they were captured FROM - and when I make them into normal units, they SHOULD add it to your cities.
YesWas it your unit that captured the city?
I was fully EXPECTING this to begin with.Hmm, spreading it with immigrants isn't at the moment possible, but it's a good idea, Immigrants could get a random culture from the city they originate from as a culture promo, and work similarly to the settler unit.
If the civilian captive stem from razing a city or killing a settler then it could very well inherit cultures form its source. Not implemented, just noting it as a good idea.
Part of the Ideas Project plan is to have them infuse influences from the unit's Ideas into the city when they join a city.If the civilian captive stem from razing a city or killing a settler then it could very well inherit cultures form its source. Not implemented, just noting it as a good idea.
Your'e a demanding child, you know that? lolI was fully EXPECTING this to begin with.
I mean, immigration is the first LOGICAL option of sharing cultures between nations - and that includes captives (or even slaves) as well.
Especially, if/when they INTEGRATE as valid accepted citizens (aka are turned into your normal units, and Immigrants are NAMED that way to begin with).
So it's actually rather surprising it WAS NOT implemented that way from the get go.
I fully expect this to be "solved" soon-ish, since it's literally LOGICAL.
You are getting me wrong here.Your'e a demanding child, you know that? lol
It wasn't that way before the native culture was reworked, and you weren't complaining about immigrants and captives not carrying the culture then were you.
We must be allowed to introduce new concepts before it is 100% perfect or else no one would ever mod would they and C2C wouldn't exist because it is still an unfinished product and by your standards that isn't acceptable. ^^