Akka said:
Yes. And culture plays a large role in this. People from cultivated, strong civilization, will resist assimilation longer than people from barbaric/culturally weak civ. Culture is a way to reflect pride and influence. Prestigious accomplishments influence people and reduce their resistance, and help assimilate them (you expand your influence => the practical borders).
Well, i admit that culture differencies with the conqueror may affect in some way the resistance of the conquered people... but it's only a factor.

As an example, Civ2 was dealing with this quite well with the guerillas, which was rather a militaristic/politic reaction.
It does not place culture as something particularly impressive or wonderfull.
Though, there is no need to represent it by borders. (or make borders appear and depend exclusively of it)
Akka said:
Culture represent the more subtle real effect of what are your actual borders, and not just your claimed borders.
The game mechanics, though of course not perfect, does a wonderful job at representing that, and the whole concept of INFLUENCE.
First it is not influence, it is culture influence; books and religion. (arts, manners...)
Also, if you have no neighbours, you does not have a frontier. Your actual borders are your capacity to exploit the land around.
Akka said:
No, you just have to try to conceptualize it.
Imagine that it's not really you can't do it. It's rather that, as it's far away from your local center of power (the army of occupation, the mayor you put in place, etc...), that the population is resisting assimilation, and that you haven't devoted a lot of attention to the development of the place, it's too far away from your INFLUENCE for you to have control over it.
Imagine that here, in these places far away, people don't care about what you claim, or passively resist by not working as intended, or smuggling, or pledging allegiance to someone more influential than you, etc.
If you wish to represent it, imagine the ancient feudal lords, who decided what would happen in their lands, with a far-away liege that could only vaguely say what he would like done, but had practically no influence there.
Or, today, Iraq, with a very strong military presence, but still with an influence that is limited to the place where the army is, and where far-away village do what they want, hide guerilla, apply their own laws and customs, with only lip service (if even lip service...) to what the central authority ask them to do.
Culture represent this whole idea of influence, of how you "win the heart" of people through greatness and accomplishments. Use your imagination
Man, how deep you go into the "simulation"!
It is not about to make strangers work for you, it is about take the place with YOUR people. (the more when nobody is in the place)
Akka said:
Culture is a subtle thing that was often ignored in history, but is very important and had tremendous influence in the world. Culture is conceptualized in a very smart way into the game, transmitting the idea of influence into borders. Quite a good idea.
Do you even know what is gameplay?
Aussie_Lurker said:
Man, Naokaukodem, if you thought Civ2 was the right way to go in terms of 'borders', then all I can say is that you are seriously DELUDED!!! There were no borders, of any description -any nation could settle any part of your lands that they cared to, so long as they could find the space. My biggest complaint about Civ1 and 2 was this sense that you were never controlling a NATION , just a loose confederation of city states-Civ3 changed all of that. True, Civ3 borders and culture weren't perfect, but they did to some degree represent historical reality-namely that when you first started building a city, they each had their own city radius, and not much more. As time went on and your culture increased, though, each city's cultural influence grew until they met up to form a unified nation.
From all I hear, Civ4s Culture and Border system is going to be even better than Civ3, with borders which actually MEAN SOMETHING (i.e. keeping the dog off your lawn ), no Culture Flips (which I did feel made no sense), Nationalism now actually effecting Culture and Borders and Culture directly effecting your ability to hold a city.
City-states, well I like this precisely. Maybe because I liked so much the Lego when I was younger.

(With Lego you usually don't want to follow the model, you want to make it on your own, even if the result will be a space ship too at the end. You would have had built it with your own hands and you would be amazed by what those small bricks allowed you to do. In Civ3, the model is present from the begining to the end, urging to build a nation, defend it from invaders, and extense. That may reinforce the "ad hoc" gameplay side, with goals and means, but put on the ground a whole side of the amazing experience that is civ, first, in my opinion)
City-states; IMO this is the most promizing concept about the future Civs. There should not be only nations, but city states, tribes, confederations, federations, and others factions that would have different interests favourable or not to a union with you or others.
Aussie_Lurker said:
Seriously Naokaukodem, if you are going to criticise people's posts, at least do it in a way that makes sense?!?!
Heh, this is what we must call a real debate men!
Aussie_Lurker said:
if you thought Civ2 was sooo much better than Civ3 and-apparently-Civ4 (which certainly sounds like the case) then why don't you just go back and play it?
I took Civ2 as an example. Indeed, i prefer the way Civ2 deel with borders than Civ3. And I just talked about a part of the experience, so why do you even bother?

Additionally, as the cherry on the cake, Civ2 is obsolete, I don't have it and will not take the pain to get it dirrectly from Firaxis, and I already played it a bunch, as so me too I want some new things, can I?