Culture through Espionage - Exploit?

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@TMIT: Imagine a society that had absolutely none of its own culture whatsoever, except for three artists who each made one great painting thousands of years ago. All the rest of that society's "culture" comes from the spies of a neighboring, enemy country. That's what you're calling equivalent to a society building its own churches, libraries, monuments, wonders, and multiple great artists.

1. I'm not convinced this will be the end-optimized approach to CtE.

2. What does CtE build to reach the necessary techs before switching over? I bet some of those things produce culture.

3. Culture is an abstract representation in this game, and so is the spread culture mission. Take for example the influence of say, the Soviet Union on the world. I won't comment on my feelings for it, but I think it's objectively observable that its propaganda, military, and government model (none of which produce :culture: directly in civ IV) had a profound impact on the world, and were history different it might have had a controlling impact on the world. The Soviet Union is far from the only example of this in history.

I'm not certain it's fair to claim that a library or monastary in even a city like Tampa, FL in the USA has any material impact on the world's :culture: whatsoever. Linking a library to expanding borders does not make intuitive sense, but spreading influence deliberately does. This issue isn't as cut-and-dried as being implied here, not even close.

BTS made a clear effort to implicate the impact deliberate government intervention can have on the world's culture, and it did this through espionage. I assert this is closer to "actual" culture than a large # of the game's traditional sources, including libraries, small temples, and especially abstract conversions of :commerce: into :culture:. Certainly, we don't have a clear case that it's further.

Furthermore, you're spamming the bejesus out of this thread. You're verging on trolling, imo.

100% unnecessary. Putting it in spoilers doesn't change that. It would be best to avoid going down this path.
 
Culture is a core part of fabric of the Civilization and has been for a very long time.

Civ 4 has far, far more buildings to generate/multiply culture than any other type, they are key to one type of 'builder' victory. To render them obsolete is shocking.

The competing methods: Hammer, Cottage or Sushi (in BtS) are all roughly competitive with each other, all having been refined over the years.
This is a sign of good balance.

If a player just starting the refinement can smash the previous methods by 1000 years and does it without having to build culture, then that destroys one of the core pillars of the game. IMO :)
 
Strongest diplo involves fastest to tech & build UN.

But does it involve having good relations or just releasing a vassal or capitulating enemies? I think this is a comparable discussion. I think diplomatic victory should have been about getting good relationship and not diplodomination, which I think is stronger. Perhaps I am wrong.
 
General reply to TMIT about what culture means:

If I take my staff hat off for a minute and talk as a player: I agree that the notion of culture is fuzzy. However the sense I've always had from Civ is that it's a measure of how much people deeply admire or wish to immerse themselves in the distinctive traditions, literature, arts, and way of life of your civilization. And that's a good approximation to how we understand the word in real life too. And indeed, the buildings in Civ that generate culture are the ones that, in real life, tend to generate or spread literature, arts, and entertainment, or generate an appreciation of your society's history. That ties in with border spread because as people enjoy your culture more, they develop an affinity with your society and want to be a part of it. As far as I can see, just about everything that generates culture in Civ ties in with this theme (upping the culture slider to 100% roughly corresponds to the Government spending all its tax revenues on the arts).

A culture victory is therefore a victory obtained by having people in the regions around 3 cities admire your culture to such a massive extent that it's deemed an achievement worthy of winning the game.

Does espionage fit into that? Well a little bit. It's plausible that you can spread a little culture via spies spreading propaganda etc., but the idea that you could spread so much culture that way that people admire you to an extent worthy of a cultural victory is ludicrous. Propaganda rarely runs deep in the way that true culture does. Besides, espionage, on the whole, tends to make you unpopular, not popular. It tends to do the opposite of culture! (As an example, the recent revelations about the US's spying activities have definitely NOT made the USA popular!)

Now I realize that Civ's approximation to the real world is crude and you always pick holes and find absurdities in it, but nevertheless that approximation is important to my (and I'm sure most people's) enjoyment of Civ. When I'm playing and found a city, I don't think that I'm setting a couple of values in my computer's memory, I imagine that I really am founding a city. You could take away all those analogies with real life: Replace all the images of AI leaders with big dots, rename 'science' to 'A' and 'culture' to 'B' etc. and still have a mathematical puzzle that is absolutely identical to Civ in every game mechanic. And guess what.... I bet no one would buy it or play it. I certainly wouldn't.

And that's the problem with culture-through-espionage. The correspondence to real life is just not there. I know you think there's an analogy with propaganda, but I don't see it, other than being able to slightly influence culture at the margins. (Besides, propaganda is arguably already modelled to some extent with the Broadcast Tower building). Someone might play a game and win using CtE, but to me that looks like a cultural victory in name only: There's no meaningful and believable analogy with the real world that lets me think of it as a genuine cultural victory. The best analogy is that it's an espionage victory. And if someone wins that victory and gets an award for it that says 'cultural victory', that would feel fake to me, precisely because of the lack of real world correspondence to anything that I can identify as 'culture'.

I would suggest that is one reason why you're meeting such resistance from so many people to the idea that CtE is a legitimate way to get a culture victory. Reading between the lines on a few people's posts, I would guess that a fair few people feel the same way, but haven't quite managed to express it.
 
I am short on time these days, so I have not yet fully reviewed how the Spread Culture Espionage Mission works in relation to this tactic. I also don't have time to put this approach through some testing cycles, but I would like to do so when I can find some free time.

So, I will point out a couple of items that I think may be relevant to this discussion:
a) I seem to recall that the Spread Culture Mission was changed in a patch. If that is true, then, just like excess overflow Gold, the calculation may be in a similarly buggy state that did not get fixed because the product was getting to an end-of-life stage.

Now, if my belief about the Mission having been changed in a patch is true, it means that this Spread Culture approach has not existed in its current form since BtS was first released. It would also mean that we have precedents along the lines of correcting whipping overflow rounding and excess overflow Gold via the HOF/BUFFY Mod. Of course, many bugs have not been patched out, so there is no "automatic" need to put a patch in place just because it seems that the Spread Culture Mission exists as it does due to it having been tinkered with and not properly tested after that fact, but it does leave the door open for doing so.

b) What really makes a Cultural Victory enjoyable is that it is not a lot like most other Victory Conditions, in that you are rewarded for keeping a small-sized empire without getting involved in much warring. Now, these statements are generalizations, and exceptions can always be found, but a good majority of competitive XOTM Cultural Victory games have roughly 9 Cities in a player's empire.

Further, you need to commit a lot of Hammers early on to building Cultural Buildings, sacrificing the chance to get Military Units.

It is also often to your advantage to pursue the Religious techs and Wonder-unlocking techs, again putting you at a disadvantage militarily and even technologically in terms of other passive bonuses (you probably need to delay research on helpful techs like Currency, as an example, when you are chasing after the Religions and Music for the free Great Artist).

Essentially, playing for a Cultural Victory without using the Spread Culture Mission usually requires a player to approach the game with a very different mindset than the majority of other Victory Conditions which often favour skipping the Religious techs and skipping Religious Buildings in favour of chasing after the Military techs, pumping out units, and bashing in a lot of AI heads.

What disappoints me about this Spread Culture approach is that it turns this relatively unique type of gameplay found in a typical Cultural Victory into one that matches most other Victory Conditions where a player who focuses on kicking the AIs' butts early on usually gets a stronger result.

In other words, rather than offering more freedom of choice, from what I have read of this Spread Culture approach based on people's comments in this thread, it sounds like we will end up reducing the variety of approaches, such that we'd end up with yet another Victory Condition where you are rewarded for bashing heads in.

As it stands, the significant commitment required to pull off a strong Cultural Victory using Cathedrals makes it relatively incompatible with an approach that makes a Domination/Conquest/Space/Diplo/Religious game stronger. But, based on what I have read in this thread about the Spread Culture Mission, allowing this approach essentially turns a Cultural Victory into yet another game much like the others--to the point that you can simply grab a Cultural Victory Award as a relative afterthought via a failed Domination Victory.

To me, it is less about "preserving records" and more about keeping a relatively unique approach to earning a Victory Condition on the table, which provides us with more variety for those of us who choose to play for Cultural Victories from time to time, especially when the goal is to break up the monotony from yet another early-game military rush type of game.


EDIT: If we deem that it is not desirable or feasible to change the Spread Culture Mission via a patch, then I would support adding another Award for BtS games that has a similar status as a Cow Award... i.e. you get regonized for it, it appears in the list of Awards tables, but you also don't get credit toward an Eptathlete Award by earning it. In other words, you still need to explore the relatively unique side of Civ 4 of earning a Cultural Victory without the Spread Culture Mission if you want to become an Eptathlete--similar to how we made it a requirement to get a Gold Medal in BtS in order to become an Eptathlete, where a Gold Medal also forces you to explore a different side of Civ 4 than a standard Fastest Domination-like type of game.
 
a) I seem to recall that the Spread Culture Mission was changed in a patch. If that is true, then, just like excess overflow Gold, the calculation may be in a similarly buggy state that did not get fixed because the product was getting to an end-of-life stage.
It was changed and then changed back, from 5% ---> 0.5% (3.13) ---> 5%. (3.17). The 3.13 patch was probably inadvertent, since the in-game explanatory text continued to specify a 5% influence.

Discussion.
 
Certainly, the game counts the mission as "spread culture". You really do attain culture, and you spend resources (specifically :hammers:, GPP and :commerce:) to attain the :espionage: required for the mission. Are monastaries fundamentally stronger culturally than propoganda? Does one form of :commerce: control trump another when it comes to :culture:? What truly is culture in reality?
I will not seek to directly answer your question about what the game defines as Culture. However, I will point out a balance issue: there is no way to "build" Great Artists using Hammers or Commerce.

However, if my understanding of the Spread Culture Mission is correct, the last few successful Spies take on a role similar to that of a Great Artist, at least in terms of the large amount of Culture that they can inject into the City at a time.

In fact, a similar balance issue is that your Legendary Cities are limited by the number of Cultural Buildings that they can build.

In many Cultural Victory games, I've found myself "stuck" not being able to build Cultural Buildings or at least not the highly-efficient ones, due to a limitation on just how many Cultural Buildings exist.

Take, for example, the balance that is required to go after or skip Drama for cheap, 3-Culture Buildings versus the cost of going after that tech. You can simply ignore this decision and avoid teching Drama with a Spread Culture approach.

You also have to invest heavily in Missionaries, including ones that will repeatedly fail to spread additional Religions, before you can build a decent number of Cultural Buildings. Once again, a Spread Culture approach can ignore this part of gameplay.

While it can be argued that many Spies will fail, from what I understand, the Spread Culture approach actually relies on gifting Cities to an AI, which can be done AFTER the Spies have gathered, such that ZERO Spies will get auto-caught due to existing for a number of turns inside of an AI's Culture. So, the only Spies that will die are those that fail in their Missions--but it costs 0 Espionage Points for a failed Mission. Sure, you can ruin your Diplo relations with your target AI via failed missions, but given that the plan is to declare war on said AI, likely within a couple of turns' time after using the Spread Culture Missions, you really only ruin your reputation at the last minute and only for an AI on whom you were about to declare war on anyway, so there's no real Diplo relations penalty to worry about, either.

In fact, the Spies that don't fail can even be reused at another City, further reducing their overall cost. If the game allowed us to build "Mini Great Artists" using Hammers, we'd be doing so. If the game allowed us to build an infinite number of a type of Culture-producing Building in a City, such as infinite Theatres (say, where the second Theatre and additional Theatres only gave extra Culture but not excess amounts of other bonuses), we'd be doing so. But, these things are not possible, giving a pretty good balance to a Cultural Victory. Being able to spam Spies breaks both of these balances, and combining the Spread Culture Mission with City-gifting and planned-warring-on-your-Espionage-target-anyway makes the Spread Culture Mission approach have very little risk.

In terms of risk, certainly you won't have the heart-thrilling excitement of waiting to see whether a nearby AI will declare war on you with Rifles against your Swordsmen (and doing whatever you can to please said neighbouring AIs), where your Cultural Building build items and your tech choices kept you from getting stronger City defenders.
 
It was changed and then changed back, from 5% ---> 0.5% (3.13) ---> 5%. (3.17).
Thanks. To me, that indicates that at least one decision-maker involved with the code felt that the Spread Culture Mission needed tweaking. We can't know if the thinking was related to Cultural Victories or not.

However, the reversion, rather than us seeing a further refinement, to me reads more as a common software development scenario:
"We know that a change was in order, but we didn't figure out a good value to change it to in order to achieve the balance that we wanted, and since we're soon putting this product on Maintenance Mode, let's just change it back to what it was, since people are upset that we still haven't gotten it right, but we don't have the time or people-power to figure out what values would be good to use."


The 3.13 patch was probably inadvertent, since the in-game explanatory text continued to specify a 5% influence.
I draw a different conclusion, which is again one that is far more often seen in the software world: the Docs Team is usually one of the last groups to hear about a code change and thus changes to the documentation very often lag behind changes to the code.
 
Civ 4 has far, far more buildings to generate/multiply culture than any other type, they are key to one type of 'builder' victory. To render them obsolete is shocking.

This isn't really a fair claim; most buildings that produce :culture: also produce something else (even the religious ones produce :) and :science:). I also do not believe we have evidence that they are obsolete; I expect you'd still basic :science: structures and religious buildings used as necessary...and some usage is necessary. To further my position, optimized culture victories ignored a large majority of the buildings producing :culture: even when using the slider. Anything too :hammers: intensive or too deep in the tech tree got skipped deliberately, and that was a substantial portion of the buildings that generate culture...over half of them certainly.

If a player just starting the refinement can smash the previous methods by 1000 years and does it without having to build culture

But you do have to build culture, and what we don't know is how much is optimal yet. You absolutely have to use *some* traditional :culture: sources though or the :espionage: missions are too slow.

The vast majority of culture in culture games typically came from a combination of GPP and :commerce:. That hasn't changed with using :espionage:, but rather a more efficient conversion method of :commerce: --> :culture: was found.

Does espionage fit into that? Well a little bit. It's plausible that you can spread a little culture via spies spreading propaganda etc., but the idea that you could spread so much culture that way that people admire you to an extent worthy of a cultural victory is ludicrous.

The concept of a civilization "winning" in reality is ludicrous in the first place. Certainly, if your ideals are successfully spread across the world such that any opposition is effectively locked down, that could be perceived as a victory.

Now I realize that Civ's approximation to the real world is crude and you always pick holes and find absurdities in it, but nevertheless that approximation is important to my (and I'm sure most people's) enjoyment of Civ

This is a common position as a player and there's nothing wrong with having it, but it's not the only position and using that position as a means to control other players' actions, even a minority (if it is a minority) in a competition doesn't work.

Your point about removing all of the naming of mechanics and just making the game a puzzle is noted. I doubt very many people would be interested in that, aside from balancing it and using it as the framework for a themed game :p. That said, it will be rare to see two people with precisely identical positions on that scale (reality vs gameplay) where they draw the line. For example, a lot of people draw the line with RNG combat and would hate deterministic combat, even though they adore the core gameplay where :food:, :culture:, :science:, GPP, :hammers:, and movement speeds are all 100% deterministic (none of which meshes with actual history). That a farm is ALWAYS worth the same, along with livestock and mines, is just hand-waved, but it's important to note that such is a major and overwhelming break from reality, as are the victory conditions themselves.

CtE is therefore on a different point on a sliding scale rather than something you can point to as "breaks from reality implausibly". The entire game does that, and some of its choices are necessarily arbitrary. From a competitive standpoint, what criteria do you use when deciding on which completely unrealistic factors are okay and which should be banned?

In this light the extra VC seems a stronger solution...and more so to me than it did earlier.

Further, you need to commit a lot of Hammers early on to building Cultural Buildings, sacrificing the chance to get Military Units.

As Kossin pointed out, CtE still requires military concessions bigtime. You need the :espionage: buildings, want to run spy specs...and most importantly you have to build a TON of spies. There's not a lot of room for other units there. I'm not sure we have seen whether initial military conquest would improve finish times consistently or not.

In other words, it is pretty unlikely that you could start pursuing domination or space, switch to CtE mid-game, and expect to beat a strong player gunning for CtE from the beginning.

In fact, a similar balance issue is that your Legendary Cities are limited by the number of Cultural Buildings that they can build.

And :commerce:, and corporations + resources. And wonders that boost them. These are statements of fact but do not inherently condemn either approach. I don't see the point of dicussing it really since we know pretty definitively that CtE is much, much stronger than traditional culture. The lack of balance between the two is obvious; just as OCC space is slower than conquering 25 cities and winning space.

In terms of risk, certainly you won't have the heart-thrilling excitement of waiting to see whether a nearby AI will declare war on you with Rifles against your Swordsmen (and doing whatever you can to please said neighbouring AIs), where your Cultural Building build items and your tech choices kept you from getting stronger City defenders.

Earlier Tachy made an anti-RNG argument point out that traditional :culture: relies upon it less, however you're implying the opposite, that traditional :culture: is risky/reliant on luck (otherwise you'd not have heart-filling excitement, but rather knowledge that nobody can declare on you). That would be an argument in favor of CtE.

"We know that a change was in order, but we didn't figure out a good value to change it to in order to achieve the balance that we wanted, and since we're soon putting this product on Maintenance Mode, let's just change it back to what it was, since people are upset that we still haven't gotten it right, but we don't have the time or people-power to figure out what values would be good to use."

This is a reach and outside the scope of the discussion at hand. We could argue until the game is completely dead if we start considering things the devs might have wanted to change again. Also, if we seek to make mechanics somehow balanced we'd literally be rewriting the game...maybe not from scratch but so severely that it wouldn't resemble civ IV very much anymore.
 
I think, this tactic should be banned, at least as a "cultural" victory. Because ... to me it seems obvious that it removes the aspect of "culture building" completely from the game which removes fun which cannot be the goal.

The only reason I could imagine to leave it in as a separate victory condition, is for immortal and deity games when this hack - for players like me ;-) - in some situations might be the only chance to win at all.
If that were a valid reason, there might be a category "espionage victory". But I am not sure I like it.

Possibilities for detecting/preventing (I don't know enough about modding possibilities):

a) In Vanilla, the culture of a captured city is set to zero. Doing this in BtS would prevent that strategy. (That's what I would prefer.)
b) Requiring the cultural city must have built - whatever amount (like 90%) - of its culture after belonging to the players empire.
c) Reducing the spread culture amount of spies to an amount that more or less equals the amount of culture produced when building culture in a city instead of a spy. May be with some - whatever reasoned - multiplier. Such spies could not "create" culture, but just transfer it, which might be okay.
 
The only reason I could imagine to leave it in as a separate victory condition, is for immortal and deity games when this hack - for players like me ;-) - in some situations might be the only chance to win at all.

It's faster but it isn't "easy" in terms of winning on Deity. You still need to be able to afford a # of cities, output a tremendous amount of :espionage: to do the missions while carefully balancing GPP outputs to get desired great people, and finally ultimately successfully attack a deity target after spending a large portion of your :hammers: on spies as it stuffs units into your 3 potential legendary cities, surviving any counter-attack. Yes, players can do that, but if you can manage GPP that well and keep up in tech enough to make the requisite military you can probably manage vassaling an AI or two on deity and chaining :).

By far your best bet if struggling to win at all is RLDV still. Even "traditional" culture is probably easier on deity in that you can do it with less optimized total outputs. About a month ago I posted a 3 city deity culture win over on Strategy & Tips. It did not require much effort and would not have been competitive in a format like this (early 1800's finish), but it was nevertheless a deity win in < 2 hours.

CtE optimization would be more difficult to win at all, however it's also obviously a *faster* (measuring #turns that is) approach due to the mechanics.
 
I'm very interested in this topic, but I can't hardly follow it any more.
This thread seems to be all about getting TMIT to understand. I've stopped reading his posts a long time ago. I don't know why he feels compelled to argue/comment negatively on everyone else's opinion, but that's what he usually does. Just accept his opinion as one voice and stop trying to convince him otherwise :wallbash:. It's not a jury, we don't need a unanimous decision. As far as I can tell, not one person other than SunTzuWu is buying a word he is saying. I'd be concerned if I thought his opinions were swaying others, so if someone does find some logical or valid point in his posts that actually has merit, I ask that you quote that bit of info so it can be debated. I don't have the time to debate all of the misinformation presented, but I will if there is something convincing in there that might be used by the staff to make a ruling.

So just post your opinion and ignore his response...because he will respond. This is an important discussion that has been hijacked by someone whose probably never even played one game of this type.
 
Possibilities for detecting/preventing (I don't know enough about modding possibilities):

a) In Vanilla, the culture of a captured city is set to zero. Doing this in BtS would prevent that strategy. (That's what I would prefer.)

good post, but your suggestion (a), while it's a good idea, won't work because the cities can easily flip peacefully. Capture is not required.
 
I'm very interested in this topic, but I can't hardly follow it any more.
This thread seems to be all about getting TMIT to understand. I've stopped reading his posts a long time ago. I don't know why he feels compelled to argue/comment negatively on everyone else's opinion, but that's what he usually does. Just accept his opinion as one voice and stop trying to convince him otherwise :wallbash:. It's not a jury, we don't need a unanimous decision. As far as I can tell, not one person other than SunTzuWu is buying a word he is saying. I'd be concerned if I thought his opinions were swaying others, so if someone does find some logical or valid point in his posts that actually has merit, I ask that you quote that bit of info so it can be debated. I don't have the time to debate all of the misinformation presented, but I will if there is something convincing in there that might be used by the staff to make a ruling.

So just post your opinion and ignore his response...because he will respond. This is an important discussion that has been hijacked by someone whose probably never even played one game of this type.

This thread is about CtE, not me. I don't appreciate the assertion that I'm posting misinformation, even less so since you refuse to identify it. I would welcome corrections if I'm wrong about something.

Most people have not played CtE extensively, and indeed this thread will go a decent way towards determining whether that remains the case.
 
Thread seems fine to me.

We are arguing over what to do about CtE in BOTM games. As the OP said:
1) Leave it be
2) Ban it
3) Create a new award for it
4) Mod it out of the game


The main reasons to get rid of it are to retain fun, gameplay variety, and because we just plain like regular cultural victories.

Heaven help you if you try to reason someone out of something they like :D
Even if you succeed, they gonna be unhappy and know who to blame.


I still like #3 because it makes everyone happy if it is technically possible.
I can't give a technical reason why #3. Civ 4 BTS is what it is for better or worse.
 
good post, but your suggestion (a), while it's a good idea, won't work because the cities can easily flip peacefully. Capture is not required.

If city flipping after conquest isn't checked, then I'm pretty sure gifted cities won't be able to flip back through culture. So this idea would work I think. Let me look around.
 
If city flipping after conquest isn't checked, then I'm pretty sure gifted cities won't be able to flip back through culture. So this idea would work I think. Let me look around.

You'd still have stuff like TAP and UN city swaps too. It might also be possible to DoW the AI and beat it down sufficiently to have it return the city without conquest, which I'm not sure in vanilla rules clears culture or not (never played vanilla).
 
You'd still have stuff like TAP and UN city swaps too. It might also be possible to DoW the AI and beat it down sufficiently to have it return the city without conquest, which I'm not sure in vanilla rules clears culture or not (never played vanilla).

Right, but if you are taking your 3 espionage cities back peacefully through resolutions, that slows your victory date down to be comparable with regular victory conditions I'd think.

Beating the AI and taking the cities back 1 at a time with 10 turn peace treaties also slows things down, but not as much if you are clever. :sad:


I've got a save I'll upload later that shows that gifted cities won't culture flip back to you with regular settings if that helps anyone.
 
If city flipping after conquest isn't checked, then I'm pretty sure gifted cities won't be able to flip back through culture. So this idea would work I think. Let me look around.

Yea, but are we really going to force "no flipping on culture", no flip on conquest?

And you can also use the AP to assign cities peacefully.
 
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