Cultural 'inheritance'

Joined
Oct 24, 2005
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413
Location
Vukojebina, Croatia
One of the things that annoys me most in late game is cultural imbalance after conquest.

IE. I invade a civ that inhabits a stretch of land between two other civs and once I take them out no amount of investment in culture can let me keep their territory since it gets swallowed up by their neighbours and most, if not all of my conquest flips to their neighbours.

Is there any way that would allow cities to 'inherit' their former culture after some time? IE. Venice did not lose all its culture when it was taken by the French, nor when it was given to the Habsburg, nor when it became part of Italy, or when Nazis occupied it after Italian capitulation, or after WWII after it returned to Republic of Italy. IE. Would it be possible for a city to regain its former cultural accumulation over 20 turns after resistance ends? Like, if a city had 5000 culture, it would regain 250 culture per turn until it gained the entire former culture.

This would allow cultural assimilation and for cities to keep their strategic value even when they change owners. Right now, it takes a millenia for city to gain any strategic value after conquest.
 
I agree, this is a bit of a problem. One problem with the parallel to Vinice is that fact that in reality, "Culture" is not the measure of a city's control over the land around it. The "culture" in Civ is really more of a measure of national boarders, which means that when you capture a city, it's culture should not drop any IMO. I mean, when the Germans captured Paris in WWII, did Spain suddenly claim some of the French land along their boarder?

I personally would like to see a situation where when you capture a city, it retains, say 75% (or all) of it's original culture. Also, this culture should not apply to your civ's overall culture (for domination victory) for maybe something like 20 or 50 turns after you capture it. That way, a large city will maintain most of it's area after you capture it. That also simulates the time it would take for you to "pacify" the population before it would count toward a domination victory
 
If it were possible to implement, one solution could be to partially separate borders from culture. So that if you annex a city, it's culture does drop like it does now, but it doesn't lose it borders except against its previous owner. Also, as you already said, the lost culture should slowly regenerate after resistance ends, maybe say 5% per turn in addition to the normal culture growth. That's my 2 cents.
 
Yes ther is a mod just finished about three days ago that does exactly that. it gives you a random plus base of the original culture. After "Vive le Resistance!" is over.

It was made by Stone-D it is called CultureConquest Mod. it is located at Apolyton site.

http://apolyton.net/forums/showthread.php?s=&threadid=144665

I use it, works great! Very easy to adjust to your flavor of play.

:)
 
Excellent. Thank you very much. This is great stuff!

I know in Civ3, there was a game option you could check for "Cities retain culture" or some such. I wish we still had that option, but it looks like someone has already come up with an excellent replacement!
 
I don't have a problem with the culture imbalance except insofar as it won't let you control tiles in the production radius of your city. What I would like is a mod where you ALWAYS have control over the squares immediately surrounding your cities (so long as the city's not in revolt), and once the city's culture has expanded once or twice, you have control over the outer squares in the production radius, unless they're in the production radius of another civ's city which has greater culture.

-RdF
 
I would try going with a captured city retaining half of it's culture. That way you don't completly lose the borders, but it does become a weaker city.
 
CdGGambit said:
I would try going with a captured city retaining half of it's culture. That way you don't completly lose the borders, but it does become a weaker city.

In my opinion 50-75% would be optimal, although that would obviously have to be playtested for balance.
 
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