That is a misunderstanding. The cultures themselves would be a dynamic property.There can then be other ways for units to interact with the system (I'm pro-city only here). Units can have a declared culture and it can be quite rational for that to be unalterable after the unit was created. In fact, I was planning on using a combat class via subcombats to represent this. When trained or born they pick up the culture that has the strongest influence in the city they originate in.
Then some units, like Storytellers and Great Artists, may be able to, via their usual culture spreading missions, also add a static amount of the cultural influence that is equivalent to their 'declared culture'. Thus if you wanted to promote a given culture in your nation beyond what little buildings and trade and diffusion would be able to achieve, then you could build and send these units to promote particular cultures (as well as original Civilization Culture levels as normal.)
This diffusion is much of why I wanted to look at properties in the first place. You mentioned something about the system being fixed thus more akin to Flammability and that's my only concern because from what I understand there is no ability to diffuse with this system. So in general, I have these questions for you on this:
Sorry... started rambling a bit there. I'll leave it at that for now.
- Would something more dynamic here be problematic?
- Is the problem with a more dynamic method on this be the 'onchange' method being employed that gets checked rather frequently?
- Could a round by round check improve processing time a bit? (checking between rounds once rather than anytime there's an immediate cause for a property change)
- I don't think it'd be necessary to maintain the 'auto-building' response capabilities on these either. Would it help to eliminate that element? I think it'd be more appropriate to base prerequisites for building and training on the culture values instead - and a declaration of the particular culture existing in the city - I suppose it could be useful to have that as a building though... something to represent a 'local trait' as it were - but it would be based on being the strongest culture present rather than the actual strength of that culture's influence itself.
But the model I suggested would not keep them independent but instead the distribution between the cultures in a single city would be influenced by two static properties that cause the cultures to grow higher or not and more towards few or many cultures.
There is no intention to have reduced possibilities for 1D properties compared to normal ones.