Noriad2
Emperor
- Joined
- Oct 23, 2014
- Messages
- 1,153
I think that the concept of culture is under-used in Civ 4. Culture points are being produced (by buildings or by spending commerce, competing with money, science, and espionage points) but it is only used to push out borders. In real life, culture is so much more than that. My ideas on this matter have not fully crystallized yet, but I'd like to throw up what I came up with so far into the community, for brainstorming.
I have been thinking about virtues being an intricate part of culture. Virtues make for better quality people, that's why religions push virtues so much. Better quality people achieve more.
Virtues can be described in a way to be somewhat contradictory: Traditionalism vs Progressiveness, Faith vs Reason, Family Values vs Macho-ism. Collectivism vs. individualism. Risk-taking vs Conservatism. Duty vs Freedom. Tolerant vs intolerant. Self-reliance vs. Community Responsibility. Adventurism vs Safety. Ambition vs Conformity. Egalitarian vs Hierarchic.
This would allow the player to fine-tune his civ with choices and give it a unique character. Each virtue would give benefits: Family values would lower crime while macho-ism would give military benefits.
However, I don't like the system as used in civ 5. In civ 5 you collect culture points, then you make a choice and get a permanent benefit for the rest of the game. I'd like it to be much more dynamic than that. Compare the old vikings vs the modern Swedes. Or any modern Northwestern European country today. Afraid to criticise foreign immigration and foreign criminals for fear of being "racist" or "politically incorrect". Tolerance to the point of being suicidal as a society. The old Northwestern Europeans and the new Northwestern Europeans are complete opposites. Cultures can change a lot over the centuries.
Thus I'd like a more dynamic system. You make a choice and then you produce culture points each round to build up your virtues, much like the city properties.
It should reward clear choices more than choosing a bit of both. For example, if you choose either family values or macho-ism your culture points get multiplied by 5, if you choose a bit of both (no clear choice) your culture points don't get multiplied. Great People can found bodies of ideas (traditions) that make it easier to teach virtues, so you get a bonus on spending culture.
These choices could be made civ-wide, much like how you choose how to divide up your espionage points in the espionage screen, but the effects would be per-city, based on how much culture that specific city is producing. As you produce points, you build up virtues, and as virtue levels go higher these slowly decay towards zero, much like the current city properties. So you need to continually produce culture (as is indeed currently done in the game). If you switch a choice, you benefit from the old virtues for a while, but as older generations die out, these old virtues die out too while new virtues get build up.
As your virtue levels get higher in each city, you get levels that convey various benefits, much like how Tourism works.
However, as you get more and more ways to produce culture (i.e. more buildings available, more commerce) there should be a penalty too. The amount of culture points produced should be divided by the population size before turned into virtue points. And these virtue points could then be multiplied by a factor I'd like to call "community cohesion". Multicultural, multi-ethnic, multi-religious cities would have a lower community cohesion, making it harder to lead everybody in the same direction: "a nation that prays together stays together". This would provide a penalty against the current exploit of mass religion stacking.
It could also be tied in with civic choices. For example, state welfare (either the modern welfare state or the old Roman "panem et circenses" i.e. Bread and Plays) would make happier citizens but also make people more complacent (aside from costing more money) thus lowering virtues.
It also makes for new espionage actions: undermine virtues in your opponents cities. Much like the KGB did in Western countries during the Cold War (check out the various lectures by Yuri Bezmenov, a former KGB officer, on youtube on demoralization and undermining Western societies). Promote perversity, drug use, anarchism etc.
I have been thinking about virtues being an intricate part of culture. Virtues make for better quality people, that's why religions push virtues so much. Better quality people achieve more.
Virtues can be described in a way to be somewhat contradictory: Traditionalism vs Progressiveness, Faith vs Reason, Family Values vs Macho-ism. Collectivism vs. individualism. Risk-taking vs Conservatism. Duty vs Freedom. Tolerant vs intolerant. Self-reliance vs. Community Responsibility. Adventurism vs Safety. Ambition vs Conformity. Egalitarian vs Hierarchic.
This would allow the player to fine-tune his civ with choices and give it a unique character. Each virtue would give benefits: Family values would lower crime while macho-ism would give military benefits.
However, I don't like the system as used in civ 5. In civ 5 you collect culture points, then you make a choice and get a permanent benefit for the rest of the game. I'd like it to be much more dynamic than that. Compare the old vikings vs the modern Swedes. Or any modern Northwestern European country today. Afraid to criticise foreign immigration and foreign criminals for fear of being "racist" or "politically incorrect". Tolerance to the point of being suicidal as a society. The old Northwestern Europeans and the new Northwestern Europeans are complete opposites. Cultures can change a lot over the centuries.
Thus I'd like a more dynamic system. You make a choice and then you produce culture points each round to build up your virtues, much like the city properties.
It should reward clear choices more than choosing a bit of both. For example, if you choose either family values or macho-ism your culture points get multiplied by 5, if you choose a bit of both (no clear choice) your culture points don't get multiplied. Great People can found bodies of ideas (traditions) that make it easier to teach virtues, so you get a bonus on spending culture.
These choices could be made civ-wide, much like how you choose how to divide up your espionage points in the espionage screen, but the effects would be per-city, based on how much culture that specific city is producing. As you produce points, you build up virtues, and as virtue levels go higher these slowly decay towards zero, much like the current city properties. So you need to continually produce culture (as is indeed currently done in the game). If you switch a choice, you benefit from the old virtues for a while, but as older generations die out, these old virtues die out too while new virtues get build up.
As your virtue levels get higher in each city, you get levels that convey various benefits, much like how Tourism works.
However, as you get more and more ways to produce culture (i.e. more buildings available, more commerce) there should be a penalty too. The amount of culture points produced should be divided by the population size before turned into virtue points. And these virtue points could then be multiplied by a factor I'd like to call "community cohesion". Multicultural, multi-ethnic, multi-religious cities would have a lower community cohesion, making it harder to lead everybody in the same direction: "a nation that prays together stays together". This would provide a penalty against the current exploit of mass religion stacking.
It could also be tied in with civic choices. For example, state welfare (either the modern welfare state or the old Roman "panem et circenses" i.e. Bread and Plays) would make happier citizens but also make people more complacent (aside from costing more money) thus lowering virtues.
It also makes for new espionage actions: undermine virtues in your opponents cities. Much like the KGB did in Western countries during the Cold War (check out the various lectures by Yuri Bezmenov, a former KGB officer, on youtube on demoralization and undermining Western societies). Promote perversity, drug use, anarchism etc.
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