I was thinking, the way culture works (even in vanilla), doesn't really work like culture. It works like some abstract border-force.
So, if I was recreating culture:
instead of pushing borders, culture would allow influence of other civs. The way I thought this could work, is that if you have the highest culture, your civics and religion become the Aspirational ones.
So, you could allocate culture as a % to particular civics or a particular religion. In the Culture screen, the total buildup of points allocated to each civic would be seen, as well as your own contribution. When the points for one civic are twice that of the next highest, this will become the desired civic of the world. Civs without it might suffer a happiness hit, AI civs would consider it their favoured type. There may be modifiers so that, if you are not in contact with a civ there points toward any civic only count half; if you are at war, they don't count at all. So it could be each civ has their own favoured results, or divided groups who share their top values.
This works more how I see culture. At all levels of society, the people of a civ are influenced by the culture of another civ and think, "they live good, let's be like them!" Developing things like, in vanilla Hollywood, would give you many more points to tip the balance in your favour.
Border spread can then be a military thing. Cities drop a border in their fat cross. Forts or other buildings add a 3x3 addition to the border. A Border Agreement treaty could be created between civs so that they don't steal plots from each other accidentally and doing do deliberately would mean war; building forts along border could be an agressive way to spread border, sending troops in an overtly hostile way.
So, if I was recreating culture:
instead of pushing borders, culture would allow influence of other civs. The way I thought this could work, is that if you have the highest culture, your civics and religion become the Aspirational ones.
So, you could allocate culture as a % to particular civics or a particular religion. In the Culture screen, the total buildup of points allocated to each civic would be seen, as well as your own contribution. When the points for one civic are twice that of the next highest, this will become the desired civic of the world. Civs without it might suffer a happiness hit, AI civs would consider it their favoured type. There may be modifiers so that, if you are not in contact with a civ there points toward any civic only count half; if you are at war, they don't count at all. So it could be each civ has their own favoured results, or divided groups who share their top values.
This works more how I see culture. At all levels of society, the people of a civ are influenced by the culture of another civ and think, "they live good, let's be like them!" Developing things like, in vanilla Hollywood, would give you many more points to tip the balance in your favour.
Border spread can then be a military thing. Cities drop a border in their fat cross. Forts or other buildings add a 3x3 addition to the border. A Border Agreement treaty could be created between civs so that they don't steal plots from each other accidentally and doing do deliberately would mean war; building forts along border could be an agressive way to spread border, sending troops in an overtly hostile way.