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?
I never said only on a historical map. I said as above I would expect Egyptians would have some North Africa Culture. So I am expecting a North African region is randomly generated on a map, and no it does not need to be next to West African. The resources would be independent to me.
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.
But you just used Europeans that is broad to me. I would like to distinguish different types of influence. I am not talking only resources. I mean for example different technologies. For example
The Three Sisters is what kept some of the settlers alive coming to the New World. I would think that is a different tech. Not just a resource.
http://en.wikipedia.org/wiki/Three_Sisters_(agriculture)
Even the darn Wikipedia link says some Native American thing. The tradition originated in Mesoamerica. The Anasazi adapted Maize into new strands that could be grown north of Mesoamerica.
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.
Never said that they could not mix. But while we are at why not just consider them Eurasians mixing with Americans. You grouping is so broad that it means very little, but fine if that is a way of looking at it. But what the hell is African?
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.
Again never said I was against. But assimilation is replacing a culture. Acculturation is blending cultures. There should be both options.
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.
I said regional bonuses, and perhaps civ bonuses. This is one to have something other than the same line up with just resources mattering, but that is fine if with me if that is how you want to define them. With techs you could have blends of the technologies. So for example Atlatl Ostrich riders from a combination of Mesoamerican and Australian Aboriginals techs.
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.
Yes and could it could be a prerequisite for mobile advanced tactics by combing say Knight Tactics with Mongolian Tactics to create some Chivalrous Nomadic Warriors. The tech idea was to give something more to make them unique. Not everyone of them would have to be used in make new cultures tech abilities.
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."
What are you shaping with combined cultures? All I saw was promotions and traits in that thread. Nothing wrong with it. But I would like to see more.
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.
Again never said not dynamic. I am saying from what I read you have a small pool that you are making many combinations from. The combinations are fine. I would like to increase the base to select from though.
I know that none of what I say means anything until someone makes representations of what you are missing in the beginning of the game. It is a general pattern, but how the default game was written, and people have expanded on the idea have just increased the narrow focus. I mean crap there is not one North American boat that is not modeled after something from the Old World. Default is something around the Mediterranean for the game models. The city sets are narrow minded. I mean the makers made a Sioux looking Native American set, and included Totem Poles.
So the only way I know to get this across would to make visible differences clear. So if I mod I want to works towards more variety at the opening of the Neolithic. You combos are fine afterwards with me. I just would like something more to work with. I do not know if anyone really particular cares to understand the early differences, but oh well I am more interested in that. There is enough differences left out of the game that it could be just a game in itself explaining it. If you can start with a large base of culture differences you can make more unique "dynamic" new cultures.