dagriggstar
King
My starting point for this idea was that I've never seen a suggestion for a politics/culture mechanic that could be explained to a new player in a single sentence. So I was thinking about what to do with culture, especially early game culture.
A cultural event is (almost always) a one-time bonus you get from accumulating culture points. A simple example would be "great migration" - gain a free settler. There are no perquisites/trees (although starting culture costs vary) and events are repeatable (with escalating costs). This system could supersede needing great person points and even faith as a separate yield (Using "recruit great person" and various religious events instead).
The objective is to have a system that new players will get gameplay benefits from by simply playing 'naturally' (without a super clear idea what they are doing, just sort of along for the ride) and without being overwhelmed by having to consider more than about 5 turns into the future.
I'm thinking of this as an early and mid-game mechanic. We can save political systems as a late-game mechanic to shake up the world as it did in V.
A cultural event is (almost always) a one-time bonus you get from accumulating culture points. A simple example would be "great migration" - gain a free settler. There are no perquisites/trees (although starting culture costs vary) and events are repeatable (with escalating costs). This system could supersede needing great person points and even faith as a separate yield (Using "recruit great person" and various religious events instead).
The objective is to have a system that new players will get gameplay benefits from by simply playing 'naturally' (without a super clear idea what they are doing, just sort of along for the ride) and without being overwhelmed by having to consider more than about 5 turns into the future.
I'm thinking of this as an early and mid-game mechanic. We can save political systems as a late-game mechanic to shake up the world as it did in V.