[GS] Culture versus Decadence Mechanic

Joined
Oct 25, 2014
Messages
4,994
Location
Indiana
Has anyone played the game "Field of Glory: Empires"? It's a 4X turn-based strategy set in the Mediterranean region around 500 BC. You can play as a variety of factions.

I mention the game because it has an interesting game mechanic that I think would fit great in civilization. it's called "culture versus decadence". Put simply, the way it works, is that you have a culture number and a decadence number. The game calculates the ratio of culture over decadence. The top third of factions which the highest ratio (a lot more culture than decadence) eventually get promoted to higher form of government with more positive bonuses and abilities. But the lower third of factions with the worst ration (a lot more decadence than culture) will eventually get downgraded to lower forms of governments with more penalties.

Each government type comes in 3 flavors: aging, stable and glorious. So for example, you might be a stable republic. if you have a high ratio of culture over decadence, you can get promoted to a glorious republic. But if you have a low ratio of culture over decadence, you can fall into an aging republic.

You can read the specifics here: https://www.strategygamer.com/articles/field-of-glory-empires-guide/

This mechanic serves to slow down rapid expansion because if you expand too quickly and neglect to build up your culture, then your decadence value will rise faster than your culture number and you will eventually get downgraded to a lower government. It also implements a form of rise and fall of empires because a very large empire will decay to a lower form of government but if you build up your culture, you can rise to a higher government.

I think it would really cool to implement in some form in civ.
 
A similar mechanic was present in Civ4 and it would be cool to see it come back in the series : gnerating more culturehelped not only for expanding city borders, but also in maintaining your nationality in your cities. Next cities generating more culture gave a percentage of their culture in your cities, and you could do culture wars (it was very fun and I miss it). I think adapting this mechanic could fit very well with your culture stability
 
Back
Top Bottom