I want a thread that talks about border wars!
Can you conquer another AI capital by settling close to one with the 1st Settler, using a +2
per turn Cultural Trait civ, and founding a religion?
Maybe
New players always have a tough time with the hidden game mechanic of plot culture, so let's discuss it.
First, a guide to help explain what is going on, a truly excellent and masterful work by DerangedDuck back in 2007.
https://forums.civfanatics.com/threads/culture-mechanics-disassembled.225927/
A guide for 1.61 Vanilla Civ before the expansions.
Need to test if everything is still the same in Beyond the Sword 3.19!
Yes, everyone is familiar with City Culture, keep going.

That unseen value that decides if the human gets the tile or the AI does.
So according to this guide, a new city gets 2 Plot Culture on the city and 1 Plot Culture in the surrounding 8 tiles.
The only data we are given about Plot Culture is % values where borders overlap, but it should be enough information to test with.

Looks good so far.
Cities are founded with 2 Plot Culture on the city tile and 1 Plot Culture in the surrounding 8 tiles.
If the City gets razed, and a new one gets founded, can we get a new +2 plot culture on the city tile and +1 Plot Culture on the surrounding 8 tiles?
Nope!
If a city is founded on a tile that has 1 plot culture from a previous city founding, then the new city will have 2 plot culture on the city tile, not 3.
The surrounding tiles will have 1 plot culture and the city ruin tile will have 2.
Next question.
Will a city that produces +0
per turn generate more Plot Culture?
No, it will not.
We now how enough baseline data to do more complex tests.
From the guide:
Let's test what happens to Plot Culture once the city start generating +1
per turn.
How weird!
The city producing +1
per turn produces +2 Plot Culture per turn on all 9 tiles!
A possible explanation provided by Cusanus:
per turn will produce +2 Plot Culture per turn on all tiles.
A city producing +2
per turn will produce +3 Plot Culture per turn on all tiles.
Etc. etc.
Time to test a city that produces +2
per turn then.
Yes, cities that produce +2
per turn do indeed produce +3 Plot Culture per turn on all tiles.
So any time a city produces culture, there is a free +1 Plot Culture per turn more than expected.
Next question.
If a city produces +0.1
per turn, does it get the bonus +1 Plot Culture per turn?
Yup!
Next question.
If 2 cities with +1
per turn share the same tile, does it get +4 Plot Culture per turn, or +3 Plot Culture per turn?
The answer is surprisingly +4.
Both cities generating +1
per turn add +2 Plot Culture to the same tile each.
Next question.
When a city pops its borders, does it really get +20 Plot Culture per turn in the inner ring?
Yup!
Can you conquer another AI capital by settling close to one with the 1st Settler, using a +2

Maybe

New players always have a tough time with the hidden game mechanic of plot culture, so let's discuss it.
First, a guide to help explain what is going on, a truly excellent and masterful work by DerangedDuck back in 2007.

https://forums.civfanatics.com/threads/culture-mechanics-disassembled.225927/
(Please note that all information given here is in regards to Vanilla Civ 1.61. It is probably unchanged in Warlords and the as yet unpublished Beyond the Sword expansion, but I have no way of being certain.)
(Also note that the following information will generally refer to normal speed games, unless otherwise noted. For games played on the Epic, Marathon, or Quick settings, some numbers listed below may be scaled somewhat.)
There are several different values associated with culture in Civilization 4.
First of all, there is the 'City Culture'. City culture actually affects only one thing: the city's cultural level and thus cultural radius. The city's cultural level and cultural radius start at '1'. When city culture reaches 10, the cultural level goes up to '2'. At 100, it goes up to '3', at 500 it reaches '4', at 5000, it reaches '5', and finally at 50,000 city culture it jumps up to '6', called "Legendary culture". Get 3 cities of level 6 and you win a cultural victory. Also note that a city actually has a cultural value and cultural radius for every player in the game. However, unless a player has actually owned a city at some point, their culture for that city is zero. If they are not the current owner of the city, their city culture will have zero impact on the game. City culture never goes away unless the city is destroyed, or the civilization to whom the culture belongs is destroyed.
Of course you were probably already familiar with 'City culture'. If not, you may need to actually go out and buy a copy of Civ 4 and play the game...
A guide for 1.61 Vanilla Civ before the expansions.

Need to test if everything is still the same in Beyond the Sword 3.19!
Yes, everyone is familiar with City Culture, keep going.

Plot Culture, yes that's a good name for it.There is also a less accessible culture value, which I will call the 'plot culture'. Every square/tile/plot/whatever in the game also has a cultural value for every single player. You can't ever see the exact value, but it's not totally invisible. On the city screen, the relative values of 'plot culture' for various players are shown in the city screen if you point the mouse at the 'nationality' bar. If you point the mouse cursor at a square near a city, the %nationality of the plot owner(but nobody else) is shown.
The main effect of plot culture is to determine whose civilization controls that particular plot of land. A civilization will own a plot, if at least one of its cities has that plot within its cultural radius, and if their plot culture is greater than any other civilization that has that plot within one of their cities' radii. Note that they have to actually own the city. If they built some culture in a city, but later lost control of that city, that city won't allow them to control any of the surrounding tiles. However, the culture that the city spilled onto the surrounding tiles might allow another of their cities to control those tiles. The exception to all this is plots containing cities. The city and the plot underneath will remain under the control of whoever founded or last conquered it, regardless of underlying culture. However, if the calculated cultural owner is different from the city owner (in other words, some other city, belonging to a different player has the plot within its cultural radius, and they have more culture on that plot), there is a chance of the city revolting and changing sides. We'll go into revolts in more detail later. Finally, note that plot culture can never ever be gotten rid of, except in a couple of circumstances. Firstly, if you give away a city, you lose all plot cultire in the city square and surrounding 8 squares. Secondly, if you completely obliterate a civilization, their plot culture goes away. Still, if a civilization owns no cities in an area, their culture won't have any effect except to alter the displayed nationality of squares in the region and to cause a small amount of unhappiness in cities who "long to join the motherland".
You are probably wondering now where all these cultural values are coming from. The city culture is pretty easy, since the city screen clearly shows what all the sources of culture are. All the various temples, libraries, specialists, culture from the cultural slider, and culture from production are added up and then multiplied by the bonuses given by cathedrals, wonders, civics, and so on. This value, sometimes called CPT(Culture Per Turn), is added to the city's culture each and every turn. If this gives the city enough culture to increase it's cultural level and radius, these will also be increased.
The city's CPT is also added to the plot culture of every plot within the city's cultural radius, regardless of ownership or presence or absence of other cities. However, there's an added factor based on the city's cultural radius. If the distance between the plot and the city is less than the cultural radius, then 20 times the difference is added to the plot culture as well. Note that the square that the city is on counts as being 1 space away and that this 20 value is not scaled with regards to game mode. It is always 20 per turn, period.
To make sure that that's clear, let me describe it another way. Think of the city's potential cultural area as a series of rings. The first ring consists of the city and the 8 surrounding squares. The second ring contains the other 12 squares of the city's production area, and so on. When the city's cultural level is 1, only the first ring gets the points from the city's CPT. When the city's cultural level reaches 2, both first and second ring get the base CPT and the first ring also gets and additional 20 points a turn, even if the city isn't generating any culture at that time. When the city reaches it's third cultural expansion, The inner 9 squares get an extra 40 points, the next ring gets 20 points and so on. At the highest level of culture, the inner ring gets a whopping 100 extra points of plot culture per turn.
When you found a city, you also get some plot culture to allow you to control the surrounding area, specifically 2 points on the city square and 1 point in the surrounding 8 squares. This is why newly founded cities are so easy to culturally overwhelm. All you need is a few turns of an obelisk and you've got a majority of culture in your neighbor's city...

That unseen value that decides if the human gets the tile or the AI does.
So according to this guide, a new city gets 2 Plot Culture on the city and 1 Plot Culture in the surrounding 8 tiles.
The only data we are given about Plot Culture is % values where borders overlap, but it should be enough information to test with.

Looks good so far.
Cities are founded with 2 Plot Culture on the city tile and 1 Plot Culture in the surrounding 8 tiles.
If the City gets razed, and a new one gets founded, can we get a new +2 plot culture on the city tile and +1 Plot Culture on the surrounding 8 tiles?
Nope!
If a city is founded on a tile that has 1 plot culture from a previous city founding, then the new city will have 2 plot culture on the city tile, not 3.
The surrounding tiles will have 1 plot culture and the city ruin tile will have 2.
Next question.
Will a city that produces +0

No, it will not.
We now how enough baseline data to do more complex tests.
From the guide:
The city's CPT is also added to the plot culture of every plot within the city's cultural radius, regardless of ownership or presence or absence of other cities. However, there's an added factor based on the city's cultural radius. If the distance between the plot and the city is less than the cultural radius, then 20 times the difference is added to the plot culture as well. Note that the square that the city is on counts as being 1 space away and that this 20 value is not scaled with regards to game mode. It is always 20 per turn, period.
Let's test what happens to Plot Culture once the city start generating +1

How weird!
The city producing +1

A possible explanation provided by Cusanus:
If I'm reading that right, then any city that produces +1QUOTE="Cusanus, post: 10406826, member: 172533"]This was a great thread that taught me alot, so I thought I'd just raise it from the dead to disassemble some more.
Let me first quote the two most messages (or parts of messages) that I'm referring to - I'm adding spoilers so that this post doesn't look so horrible.
I just had a little world builder session to test these explanations.
And here comes my huge refinement of Remy's diagrams:
# = city site (probably receiving CPT + 1, not tested yet)
c = tile receiving base CPT + 1
2 = tile receiving base CPT + 21
4 = tile receiving base CPT + 41
6 = tile receiving base CPT + 61
8 = tile receiving base CPT + 81
0 = tile receiving base CPT + 101
A basic city starts like this.
Level 1 Culture: 1-9 points
Code:ccc c#c ccc
Level 2 Culture: 10-99 points
Code:ccc c222c c2#2c c222c ccc
Spoiler for the higher culture levels.
Spoiler :
Level 3 Culture: 100-499 points
Code:ccc c222c c24442c c24#42c c24442c c222c ccc
Level 4 Culture: 500-4999 points
(Note the diagonal looks especially odd & 'jagged' at this level and higher)
Code:ccc cc222cc c24442c c2466642c c246#642c c2466642c c24442c cc222cc ccc
Level 5 Culture: 5000-49,999 points
Code:ccc cc222cc c2244422c c2466642c c246888642c c2468#8642c c246888642c c2466642c c2244422c cc222cc ccc
Level 6 'Legendary' Culture: 50,000+ points
Code:ccc cc222cc c2244422c c244666442c c246888642c c24680008642c c24680#08642c c24680008642c c246888642c c244666442c c2244422c cc222cc ccc
Yep, the hole difference is 1 CPT.
But it's a secret CPT- all tiles within your cities' cultural radii receive it at the beginning of each turn, for free!
Spoiler with a few pictures from my world builder session that gave this result.
Spoiler :Orleans and York were both founded on turn 0 and received a monument, York also got a library, a jewish temple and the jewish religion. The contested tile (which's culture is shown in the bottom left corner of each screenshot) is the plain 1E of Orleans.
On turn 0, it receives 1 french culture because the city is founded. The monument doesn't give any culture yet, because it didn't exist when the turn started.
Turn 1, the french tile culture is 3 - 1 from the founding of the city, one from the monument, and the 1 secret CPT. (You can't see this yet because the tiles is not yet contested - there is no English culture yet -, but you will believe me in a few turns.)
Turn 2
View attachment 287745
The French tile culture is 5, the English tile culture is 6, resulting in English control of the tile at 45-54% culture (the game always brings these percentages down to a round number).
View attachment 287746
7-11 -> 36-63%
View attachment 287747
9-18 -> 33-66%
View attachment 287752
Well, if you're interested, do the rest of the math for yourself...
(If you really do, remember: from turn 25 on, all buildings are 1000 years old, so they give twice their usual CPT.)
Small BUG mod side note:Spoiler :"Your population:2 plus growth: 1 (75%), will exceed the domination limit: 3 (75%)" - That is, of course, a misscalculation. My population + growth would be 75% of the world's population only if the overall global population didn't change despite my population growth. But it does, so my 2+1 citizens only make up 3/5 = 60% of the world's population. No domination for me...![]()
View attachment 287748
View attachment 287749
View attachment 287750
View attachment 287751
Open questions:
(Find the answer to any of these and you might become as famous and popular as me, the discoverer of the secret tile CPT!![]()
)
Does the city tile receive only the culture that the city actually produces, or does it get the same amount as the adjacent tiles (CPT+1 for non-expanded borders)?
(I suspect the latter.)
Does the city tile of a newly founded city really get +2 culture, as claimed by DerangedDuck, or only +1?
(I suspect the latter.)
Do tiles within the cultural radius of more than one city receive more than one secret CPT?
(I suspect they do.)

A city producing +2

Etc. etc.
Time to test a city that produces +2

Yes, cities that produce +2

So any time a city produces culture, there is a free +1 Plot Culture per turn more than expected.
Next question.
If a city produces +0.1

Yup!
Next question.
If 2 cities with +1

The answer is surprisingly +4.
Both cities generating +1

Next question.
When a city pops its borders, does it really get +20 Plot Culture per turn in the inner ring?
Yup!
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