Ideas of little thought

Marnok

Marnok
Joined
Mar 24, 2008
Messages
506
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.
 
this would be awesome and make a lot more sense than the vanilla civ4 culture mechanic. I've always thought it was dumb to have a friggin theatre expanding my borders :lol:
 
Wow I like this idea, clever. You could even have negative modifiers from your rival civs who are trying to influence the same civs. Perhaps espionage could be used to sabotage each others efforts again.
 
Interesting idea, but this wouldn't help the peace-mongers strategy very well
It might. Same civics = better diplo, so if you convice everyone to join your world view, it helps.
But it also means peace-mongers need a more realistic strategy.
 
Wow I like this idea, clever. You could even have negative modifiers from your rival civs who are trying to influence the same civs. Perhaps espionage could be used to sabotage each others efforts again.
Propaganda wars!
 
I think peacemongering as in pursuing a cultural victory doesn't really work all that well in FFH anyway.
In the few dozen FFH games I played long enough to count, I've had a grand total of one city culture-flip over to me.
In vanilla CIV games this was a common occurance, sometimes I "captured" entire civilizations that way.

As for the idea, it could be modeled in a way that minor civs will want to "follow" a culturally dominant civ - first by becoming vassals and finally by joining (being assimilated) peacefully.
Maybe it'd be wise to break this down into the alignment groups, though.
I.e. neutral powers will strive to be like the culturally strongest neutral player etc.
Being the leader of the strongest camp might give a chance for contested (as in bordering) cities flipping over and a smaller one for members of a different alignment breaking away to yours. Maybe just being a member of the strongest camp could get you the city-flip chance as well, but with a much lower probability.

Just tossing ideas around, great basic concept, though. :goodjob:
_____
rezaf
 
I noticed that as well: in vanilla civ4 I was culturally flipping cities left and right. in BTS though it seems WAY more difficult, often an enemy city COMPLETELY surrounded by my culture will not flip for a long time. what gives?
 
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