Mixing culture?

Naokaukodem

Millenary King
Joined
Aug 8, 2003
Messages
4,299
That must be a tough project... but is anyone started to think about it? That would be huge (and huge to write also I guess) but it would allow rebellions to be based on cultures interactions rather than bare happiness.

Mixing cultures would not be that different from the actual Civ4 culture mixing... for example, a city/square can be 75 percent japanese and 25% english... but I never saw a city or square being 25 percent english, 25% mongol and 50 japanese for example... I think the system should be made more flexible.

More flexible and gameplay-esque mixing culture would allow many things mentionned in those topics:

http://forums.civfanatics.com/showthread.php?t=178924

http://forums.civfanatics.com/showthread.php?t=102134
 
The percentage of the owner? If this were the case, it would be always 100%...?

By the way, there is not enough influence from one city to another (in this system two neighvour civs would end up to be nearly the same with a lot of time, the culture "jumping" from city to city), and it is not influenced by routes or rivers.

And I'm speaking about using this system in order to create a revolution and merging system. I mean, revolutions and civ merging are not implemented in the game. Revolutions have been implemented by jdog5000 in his mod, but it depends on happiness, not culture.
 
The percentage of the owner's culture in the plot, yes. If Player 1 has 70 culture, and Player 2 has 30 culture in a plot then it'll show 70% Player 1.

If Player 1 has 40, Player 2 has 30, and Player 3 has 30 it'll show 40% Player 1, but Player 1 still owns the plot.
 
Naokaukodem said:
I don't get you at all. I'm talking about culture actual percentages within a plot, not who owns it.

By the way the point is beyond that: it is about to extend the system and link it to revolutions, merging and diplomacy, in fact.

That's exactly what he was saying. Any number of civs can have cultural influence on a given plot, but you'll never actually 'see it' unless its in a city. A city or tile can have 18 different cultures in it if it changes hands enough in a short span of time. You might be interested in TheLopez' Culture mod, if you aren't already using it, but I think you're already familiar with it. Edit: Crosspost?

For the revolution mod: Culture affects happiness. Simple as that. I'm sure they'll eventually put in 'cultural' revolutions as an additional instigating factor, if they haven't already.

It would be nice if cultures "overlapped" and created syncretist cultures, so that city with 50% english and 50% french would actually be 25% english, 25% french, and 50% frenglicsh, but I don't know how much it would add to the game, especially compared to the work required.
 
No I'm not familiar at all with TheLopez' Culture mod.

Ok, then let's say that it does not happen often enough. Or it would not happen often enough if cultural revolutions would be created in a mod.

For that, culture should be greatly enhanced by roads, rivers and trade routes, and enhanced as it.

As for involving happiness with revolutions, I don't like the idea: it is too much rough, one just have to care not to have unhappy faces and that's it.

As for creating a totally new culture, I would say it is useless. Let's admit that if the capitals of two civs culturally affect each others, it would represent a new culture already. I mean, 50% english and 50% french would not be french nor english anymore. Each percentage of culture makes a different culture.

Then, the computer by comparing specific cities cultures of a civ with the overall civ culture percentage or the capital one, would trigger the rebellions if the difference is big enough.
 
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