Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,298
I've noticed that most of the countries nowadays are confined to their own culture. Or maybe that most of the cultures are confined to their own country. This is particularly noticeable in Europe, where, dispite the proximity of the countries, they have a fairly different culture, noticeably totally different languages.
On the other hand, multiple empires such the Roman empire, the Persian Empire, the Ottoman Empire, the Greek Empire, etc... didn't survived (apparently) to their culture disparity.
On a quick conclusion, I will say that culture (partucularly languages) is a key feature for keeping a country united.
That's why this MOD idea will be based on culture. Different cultures within a same empire should create rebellions, and cultures can influence themselves.
Culture can travel through countries like this : plains, grassland allow a fast and deep culture expansion towards the opposite of its center. Deserts, hills, forests allow a low culture expansion. Mountains allow a very slow culture expansion. With Seafaring, rivers and seas allow a very fast cultural expansion. With flight, air allows a very fast culture expansion. With internet, culture expansion is world wide provided that both the cultural center and the countries around have the Internet technology.
Not every cultures are equal. Their weight depends on the cultural buildings and wonders built in a given cultural center (aka cities).
The cultural weight is comparable to Civ4 one, when cultures are fighting togheter in order to conquer tiles. The difference being that the incentive is much more high. For example, if a city have its culture doubled in comparisson of a neighboring one, its culture will easily reach this city, unless there are obstacles like forests or mountains.
Culture spreads do NOT allow like in Civ4 to conquer tiles. Tiles are still managed in the Civ5 way.
Culture can go really deep into enemy/"unoccupied" land, as long as its weight is consequent. (unlike Civ4 where the culture influence was limited to nearby lands)
The map is full of "goody huts" that are indeed minor civs. They still can give bonuses to the first civ that discover them, but they do not vanish when passed through.
They have a culture. Are greatly influencable by regular civs culture.
Some GH may join you civ spontaneously when of the same cuhlture than you. I say well "MAY", because most of the time you would have to militarilly conquer them.
The advantage of conquering militarilly a GH the same culture than you is that it may not rebel later. So culture conquest remains important.
Regular civs can spread goody huts of the same culture than them all around them.
The frenquency of the apparition of new goody huts around one's civilization depends on pop growth. The more this last is high, the more goody huts of the same culture will appear on the map.
GHs can transform into City Sates, and even into barbarians or regular civs !
Note sure about the factor involved, but probably an isolated GH (culturally) would more tend to transform into a CS, particularly if it has a ressource nearby.
Maybe also that highly influenced GHs (culturally, especially by several cultures), would tend to become regular civs.
Finally, hostile GHs would more tend to behave like barbarians. A GH becomes hostile if you raze one GH nearby, or if its culture when it meets you is too different from your.
A city of your empire that has a different culture than your capital may be subject to rebellion. If you do nothing in order to improve that, those cities will rebel soon or later. Most commonly later, except if it finds the following caracteritics:
- one or several strong potential allies. (other cities different culturally that actually want to rebel, hostile GHs, barbarians, hostile regular civs or CSs)
- the presence of a strong leader within it. (influenced by social policies such as feudalism -strong possibility of a strong leader, repressive governments - low possibility of a strong leader, etc... ; the degree of hapiness of the empire - a high happiness is less favourable to an early rebellion ; fashion governments like democracy, and the possibility that a given city wants to have the same if the player one is different ; etc.)
You have several means to fight against sooner rebellions, like increasing your happiness or changing your government aka adopting new Social Policies.
To fight against later ones, you will have to influence your new culturally different cities, by building cultural buildings or wonders in the cities around and/or into the concerned cities, build unique buildings or unique units in the concerned cities, or, most importantly, BUILD ROADS. Indeed, roads are culture highways, the more you build, the better it is.
You can choose to play like China (expansionist) : have a high growth rate and create a lot of Goody huts around your civilization. Then, you build roads to them, for keeping them the same culture than you. After a while, you conquer them, and you are sure they will not cause problems due to different culture.
You can choose to play like the Roman Empire (expansionist) : you don't pay attention to your growth, therefore you have less Goody huts the same culture than you. You crush your opponents regardless of their culture, and integrate them to your empire. After that, you build cultural buildings and wonders, and/or unique buildings or units in the concerned cities. This will slow the rebellions in those cities, but not totally stop it. You will have to slow it the best you can, and maybe achieve an Historic Victory Condition. (greatest empire of all times)
Finally, you can play it the regular way, it is to say to keep a small stable country rather than an unstable empire, and make your way through it.
What do you think ?
On the other hand, multiple empires such the Roman empire, the Persian Empire, the Ottoman Empire, the Greek Empire, etc... didn't survived (apparently) to their culture disparity.
On a quick conclusion, I will say that culture (partucularly languages) is a key feature for keeping a country united.
That's why this MOD idea will be based on culture. Different cultures within a same empire should create rebellions, and cultures can influence themselves.
- Culture spreading
Culture can travel through countries like this : plains, grassland allow a fast and deep culture expansion towards the opposite of its center. Deserts, hills, forests allow a low culture expansion. Mountains allow a very slow culture expansion. With Seafaring, rivers and seas allow a very fast cultural expansion. With flight, air allows a very fast culture expansion. With internet, culture expansion is world wide provided that both the cultural center and the countries around have the Internet technology.
- Culture weight
Not every cultures are equal. Their weight depends on the cultural buildings and wonders built in a given cultural center (aka cities).
The cultural weight is comparable to Civ4 one, when cultures are fighting togheter in order to conquer tiles. The difference being that the incentive is much more high. For example, if a city have its culture doubled in comparisson of a neighboring one, its culture will easily reach this city, unless there are obstacles like forests or mountains.
Culture spreads do NOT allow like in Civ4 to conquer tiles. Tiles are still managed in the Civ5 way.
Culture can go really deep into enemy/"unoccupied" land, as long as its weight is consequent. (unlike Civ4 where the culture influence was limited to nearby lands)
- Goody huts aka minor civs
The map is full of "goody huts" that are indeed minor civs. They still can give bonuses to the first civ that discover them, but they do not vanish when passed through.
They have a culture. Are greatly influencable by regular civs culture.
Some GH may join you civ spontaneously when of the same cuhlture than you. I say well "MAY", because most of the time you would have to militarilly conquer them.
The advantage of conquering militarilly a GH the same culture than you is that it may not rebel later. So culture conquest remains important.
- Goody huts spreading
Regular civs can spread goody huts of the same culture than them all around them.
The frenquency of the apparition of new goody huts around one's civilization depends on pop growth. The more this last is high, the more goody huts of the same culture will appear on the map.
- Goody huts transformations
GHs can transform into City Sates, and even into barbarians or regular civs !
Note sure about the factor involved, but probably an isolated GH (culturally) would more tend to transform into a CS, particularly if it has a ressource nearby.
Maybe also that highly influenced GHs (culturally, especially by several cultures), would tend to become regular civs.
Finally, hostile GHs would more tend to behave like barbarians. A GH becomes hostile if you raze one GH nearby, or if its culture when it meets you is too different from your.
- Rebellions
A city of your empire that has a different culture than your capital may be subject to rebellion. If you do nothing in order to improve that, those cities will rebel soon or later. Most commonly later, except if it finds the following caracteritics:
- one or several strong potential allies. (other cities different culturally that actually want to rebel, hostile GHs, barbarians, hostile regular civs or CSs)
- the presence of a strong leader within it. (influenced by social policies such as feudalism -strong possibility of a strong leader, repressive governments - low possibility of a strong leader, etc... ; the degree of hapiness of the empire - a high happiness is less favourable to an early rebellion ; fashion governments like democracy, and the possibility that a given city wants to have the same if the player one is different ; etc.)
- The means to fight against rebellions and foreign culture influence
You have several means to fight against sooner rebellions, like increasing your happiness or changing your government aka adopting new Social Policies.
To fight against later ones, you will have to influence your new culturally different cities, by building cultural buildings or wonders in the cities around and/or into the concerned cities, build unique buildings or unique units in the concerned cities, or, most importantly, BUILD ROADS. Indeed, roads are culture highways, the more you build, the better it is.
- How to play this game
You can choose to play like China (expansionist) : have a high growth rate and create a lot of Goody huts around your civilization. Then, you build roads to them, for keeping them the same culture than you. After a while, you conquer them, and you are sure they will not cause problems due to different culture.
You can choose to play like the Roman Empire (expansionist) : you don't pay attention to your growth, therefore you have less Goody huts the same culture than you. You crush your opponents regardless of their culture, and integrate them to your empire. After that, you build cultural buildings and wonders, and/or unique buildings or units in the concerned cities. This will slow the rebellions in those cities, but not totally stop it. You will have to slow it the best you can, and maybe achieve an Historic Victory Condition. (greatest empire of all times)
Finally, you can play it the regular way, it is to say to keep a small stable country rather than an unstable empire, and make your way through it.
What do you think ?