johny smith's ideas/suggestions

1. Canada and America span both East and West regions. Though I guess you are basing it on the original colonies.

Ya, just because they originated in the east.

2. If Japan is East Asian why is Ainu not East Asian too?

Ainu covered islands north of Japan as well

Japan and Korea have a significant Chinese culture influence.

3. Filipino seems like it could be South Asia as well.

Philippines were somewhat more influenced by islanders coming that inhabited the islands earlier from the south versus the east.
 
I think this thread is getting WAY off base here, is it for learning question for answers or for strictly culture environment stuff? I think you need to start a newer thread with this info in it, that way i can get a moderator to put these culture questions in there, and leave this for questions and answer forum type status, what do you think??

Split however you feel. I did not want to start a new thread, nor did I want to jump into another. I do not know where it should be placed.

Moderator Action: Moved to the main forum and renamed the thread.
If there's anything more to do/correct, then drop me a PM or report the OP with the request :).
 
Moderator Action: Moved to the main forum and renamed the thread.
If there's anything more to do/correct, then drop me a PM or report the OP with the request :).

THX sorry for all the moving and confusion . . . SO
 
Thanks.

I will make a toast to "May this thread last more than week without being renamed".
 
Well I now I guess that I have this corner. Would regional techs be an acceptable possibility?

The mod added just a simple tech channel line to the tech infos, and to the civilization to match it.
http://forums.civfanatics.com/showthread.php?t=275046

So for example the default tree is still used by all, but technologies that are on a different channel can only be seen by civilizations with the same channel.

So lets say everyone has a tech called tuna farming. There is a tuna eating civilization and they learned how to drop tuna detonators killing all of the tuna much quicker. You could have a tuna detonation tech that only the tuna eaters could get. If you have the same number in the channel in the techinfos and civilizationinfos for tuna detonation then the tech would available on the screen for the tuna eaters, but no one else.
 
Well I now I guess that I have this corner. Would regional techs be an acceptable possibility?

The mod added just a simple tech channel line to the tech infos, and to the civilization to match it.
http://forums.civfanatics.com/showthread.php?t=275046

So for example the default tree is still used by all, but technologies that are on a different channel can only be seen by civilizations with the same channel.

So lets say everyone has a tech called tuna farming. There is a tuna eating civilization and they learned how to drop tuna detonators killing all of the tuna much quicker. You could have a tuna detonation tech that only the tuna eaters could get. If you have the same number in the channel in the techinfos and civilizationinfos for tuna detonation then the tech would available on the screen for the tuna eaters, but no one else.

I for one remember this from CT, but actually no one adopted it. I was waiting so badly for this, because its what Heroes V did, and i liked it alot. But this is just me, there are others to consider also.
 
That sounds like a great project Johnny!

However, if you would, please base it off not the civilization selected at the beginning of the game but rather off of having access to the culture for now. Once I can get the Adopt-A-Culture thing running then we can make it limited to the adopted culture which would be far more like the civilization selection mechanism.
 
That sounds like a great project Johnny!

However, if you would, please base it off not the civilization selected at the beginning of the game but rather off of having access to the culture for now. Once I can get the Adopt-A-Culture thing running then we can make it limited to the adopted culture which would be far more like the civilization selection mechanism.

Yes I was thinking of that. But I want to make sure I am on the same page. So if the regions would be expanded, then the civs within a region would be a region channel. So for example North Europe civs would have North Europe techs like say a special Heavy Plough tech for the soils found in the region?

Now each exact culture/civilization could have another number to plot on the tree as well. I just think if you get the common techs that would be completely different in various regions first then it is easier to further specialize individual cultures. Anyway if I am taking it too far let me know.
 
That would work well with tagging those regional special techs to a prereq of the initial culture building itself, which can be done according to recent discussions.

Then for more specialized ones we'd have to find a way to prereq off of the individual culture resource access (for now - until we can prereq from the civic selection for the adopted culture.)
 
Then for more specialized ones we'd have to find a way to prereq off of the individual culture resource access (for now - until we can prereq from the civic selection for the adopted culture.)

I think thats what CT idea was, but its been sooo long i dont remember that much when i talked to him about it.:old:
 
Well I now I guess that I have this corner. Would regional techs be an acceptable possibility?

The mod added just a simple tech channel line to the tech infos, and to the civilization to match it.
http://forums.civfanatics.com/showthread.php?t=275046

So for example the default tree is still used by all, but technologies that are on a different channel can only be seen by civilizations with the same channel.

So lets say everyone has a tech called tuna farming. There is a tuna eating civilization and they learned how to drop tuna detonators killing all of the tuna much quicker. You could have a tuna detonation tech that only the tuna eaters could get. If you have the same number in the channel in the techinfos and civilizationinfos for tuna detonation then the tech would available on the screen for the tuna eaters, but no one else.

But why would only one culture get to do this? Why could such a method be researched by any civ who has the requirments?

Likewise I do not think you would need to make a separate tech. Such as if you had Fish resource and explosives tech you could then build tuna detonations. Or even better would be at explosives tech for the Tuna building to give +1 food.

That sounds like a great project Johnny!

However, if you would, please base it off not the civilization selected at the beginning of the game but rather off of having access to the culture for now. Once I can get the Adopt-A-Culture thing running then we can make it limited to the adopted culture which would be far more like the civilization selection mechanism.

Yeah I cannot stress enough that civs are not the same as vanilla BTS. Having unique tech trees for each civ would not make much sense for C2C, since cultures are no longer linked to the civ you pick. I am not sure if johny smith fully realizes this. Has he even played C2C?

Our civs are made to be unique and dynamic as you play. Not a preset civ with its own preset culture. I know this must drive an anthropology minded person like johny, but C2C is more about the "What If?" than the historical. Other mods cover the historical much better than us.

I guess its only because C2C has become so large that people like johny smith even care about our mod. I remember when we first started out. no one really cared what we did. Which is how we were able to make such a unique culture system that was not "on rails" historically. Our civs are more like a sandbox in their development and do not need to follow any particular path in their development.

I am very happy with what we have and I do not want it to start going back to the more traditional method. If there is any structure then it can be implemented with the proposed Cultural Heritage mod. Which i think is a good supplement to C2C.

I don't think C2C should try to be any other mod. it can take good ideas from other mods but not try to replicate other mods. C2C is not Realism Invictus or Fabula Terra or Genetic Era. And we are not a CFC all in one mod either despite what rightfuture wants for an all in one mod. Sure I love the mantra of "more is more" but not all things are compatible. In short C2C is CC and we should not try to be other mods.
 
Sorry to butt in on this conversation. I will probably have more to say once I get on my PC and am not posting from my phone.

Has anyone considered how nomad start would affect these mechanics if/when it gets put in? What happens on GEM if you pick the Egyptians and you end up migrating and settling in say the India region?
 
I have not had a chance yet to play C2C. I do not have anything wrong with designing cultures how you want and going ahistorical, but to get the beginning culture we want to alter it is in need historical flavor in the early periods. There would need something to distinguish the regions.

I really do not want a silly Mesoamerican swordsman. I would rather have a staff with serrated stone edges. I rather see uniqueness that did exist. Not technologies dictating a metal age from the old world.

I would rather see advanced Mongolian horse tactics that are only available to similar cultures who lived, sleep, and ate (even made jerky by riding the horse) on a back of a horse. This is not a tech that should be available to Romans.

I am not looking to iron out culture so much in the tech tree, but more or less not just playing the same line up of UU, UB, and some leader with traits. I would like extra techs to make unique abilities. I just want something more interesting than the default game.

If you have a large assortment of changes, I will see it when I get the chance to play the game. So Hydro you are right. Before I can really say much more I need to try C2C. I am not thinking of defining culture so much through techs although you could. I am more thinking when I read about civilizations in mods how lifeless they seem to me.

Edit: I mean I would like the known in and "what if's" from interesting knowns. For example some early metallurgy was done in the Americas, but never a scale like Old World. Just making a bunch of metal weapons in the Americas is a "what if".
 
Sorry to butt in on this conversation. I will probably have more to say once I get on my PC and am not posting from my phone.

Has anyone considered how nomad start would affect these mechanics if/when it gets put in? What happens on GEM if you pick the Egyptians and you end up migrating and settling in say the India region?

I had thought that you would not be Egyptians till after you make a city on the Nile. More or less on maps that are random with that is defined as the North Africa culture region.
 
Sorry to butt in on this conversation. I will probably have more to say once I get on my PC and am not posting from my phone.

Has anyone considered how nomad start would affect these mechanics if/when it gets put in? What happens on GEM if you pick the Egyptians and you end up migrating and settling in say the India region?

Yes. Interesting question and there's too much in the air to answer it with a definitive plan yet but I think you and I've spoken about the subject at great length actually. Trying to make a couple of systems compatible with one another in this regard will be the trick...

I think we should get the Nomadic Start project up and running before having much more to discuss on this matter though.
 
Ok. I think I finally figured out a way I could be useful. I think will work towards some type of indigenous units and perhaps a city set. That way I could help fill some units of that are needed to make the stages in between civilizations and the camp, and as well provide some decent units for the North America, and I think the art would be closer to for perhaps some other areas of indigenous groups. If I ever get the chance anyway, but I think that would a good way for meet to get back into modding.
 
I have not had a chance yet to play C2C. I do not have anything wrong with designing cultures how you want and going ahistorical, but to get the beginning culture we want to alter it is in need historical flavor in the early periods. There would need something to distinguish the regions.

I really do not want a silly Mesoamerican swordsman. I would rather have a staff with serrated stone edges. I rather see uniqueness that did exist. Not technologies dictating a metal age from the old world.

I would rather see advanced Mongolian horse tactics that are only available to similar cultures who lived, sleep, and ate (even made jerky by riding the horse) on a back of a horse. This is not a tech that should be available to Romans.

I am not looking to iron out culture so much in the tech tree, but more or less not just playing the same line up of UU, UB, and some leader with traits. I would like extra techs to make unique abilities. I just want something more interesting than the default game.

If you have a large assortment of changes, I will see it when I get the chance to play the game. So Hydro you are right. Before I can really say much more I need to try C2C. I am not thinking of defining culture so much through techs although you could. I am more thinking when I read about civilizations in mods how lifeless they seem to me.

Edit: I mean I would like the known in and "what if's" from interesting knowns. For example some early metallurgy was done in the Americas, but never a scale like Old World. Just making a bunch of metal weapons in the Americas is a "what if".

Well considering that no everyone plays on an Earth map, civs are bound to be in places hey historically were not similar to where they were on Earth. In a random roll of the dice we could have England with Llamas, Silk and Obsidian, while China has Camels, Pumpkins and Silver and the Aztecs with Elephants, Wheat and Iron. How would those societies develop?

Without making atl-timeline cultures I have tried to make cultures that fit different niches. For instance before Europeans brought horses to America there were no horse cultures. But if there had been then they most likely would have been like the Cheyenne or Comanche.

Likewise the what ifs of other mixing cultures. What if South America and Africa met early on? Or North America and Australia? What kind of mixed culture would come out of them? These are the kinds of questions I would like C2C to try to answer through gameplay.

You can assimilate other nations and make them into your own. Thus the game really evolves by what geography is round, who you meet, what happened in your game and what choices you the player has made.

I would love to have special bonuses available, however I would not like them to be preset to a specific culture. Or if it was it would be to the culture resource and not the civ you picked.

Such as your Mongolian horse tactics could be a special promotion and building you can make if you have Mongolian culture. But should not be something only get by choosing the Mongolian civ at the beginning of the game.

However a better way would be to apply such things to the Cultural Heritage mod. Where if you did the right set of requirements you could get that cultural perk to your overall civ. Thus allowing the player to shape the culture of is own civ rather than a predefined path of "oh i picked Mongolian so I get this this and this. because Mongolians did that historically."

Having more dynamic choices means overall a lot more variety. Never having the same game twice or encountering the same civ twice.

Also you should really play C2C before you try to mod it. I can talk about it until I am blue in the face but if you have never played the mod you just will not understand.
 
No one plays on earth maps?? Is that really the norm? I have literally never played C2C on anything but some form of earth map. That's how Civ should be played in my opinion.
 
No one plays on earth maps?? Is that really the norm? I have literally never played C2C on anything but some form of earth map. That's how Civ should be played in my opinion.

I hardly play on earth maps. However there are some random earth maps out there which may be interesting. They come up with something that is almost the same as this Earth. Maybe North and South America have not joined together or Africa is not joined to Europe and Asia. Playing on Earth as is , is OK now ad then but has two problems in my view

1) I know where everything is

2) the earth maps are too small. I need to be able to fit 5 good sized cities in the Levant or on the Lower Nile with at least 2-3 in the Nial delta.
 
I love both earth and random maps, let's you explore possibilities. Though it is hard to play other Earth maps when you've played GEM and your pc supports it into late game.
I really do think that people should try to play both through as far as possible!
C2C really does make each era quite amazing in their own right!

Whether you like to play history or explore a completely new one, they both have a lot to offer!
Can't wait to see what else is possible to be created! I might have to do some of that myself! :)
 
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