Hydromancerx
C2C Modder
The old Progenitor Civs topic got closed, but AAranda is offering to help with making new civs. Which is the perfect chance to revisit the Progenitor Civs stuff. Here is what Praetyre had in mind ...
Many have previously raised the conundrum that the culture system of C2C provides in regards to starting civs. Newbies are confused over why playing as Rome doesn't give them Roman Culture right off the bat, and some in the team have proposed renaming the available civilizations so that they have no cultural associations whatsoever, such as colour coding or numbering them. I have an altogether different and more moderate, yet more radical proposal; one which will alter the very way people think of civilizations.
I propose that, to begin with, the only available civilizations listed in the Civilopedia and available at a Prehistoric start (Advanced Start should be altered to enable adoption of culture in later eras) are those civilizations and cultures which have no known antecedents or predecessors, which I will for convenience sake refer to as Progenitor Civs. These civs would be as follows;
Austronesians
Balangod
Clovis
Han
Indus
Jeulmun
Nubians
Polynesians
Pre Jomon
Proto Indo Europeans
Semites
Xiongnu
Zayandeh
Every single culture, aside from a few "isolates" like the Pre-Jomon or Zayandeh, would be part of a complex cultural "tech tree" where, in addition to all the normal requirements cultures already have, the prerequisite culture would have to be present to create that culture. When Cultural Identity is discovered, the player can opt to pick his culture much like his religion, with corresponding changes to artstyle (be it in the interface, units or cities; all the usual trappings that distinguish individual civilizations) and as a result gain access to that culture's unique units and buildings. If that culture becomes extinct (none of the player's cities have any access to it's resource), the player will automatically revert to whatever culture is the next oldest and next largest, and should any culture grow to outnumber the player's parent culture, he will have the option to convert to that culture (think Aboriginal settlements turning into Australian cities, or Celtic villages into Viking ones, and so on), with corresponding changes.
This may sound like an impossible undertaking (then again, if 4 maps are possible...), but there is precedent for it in the Rise from Erebus modmod for Fall from Heaven II; conversion between religions enables a totally different interface and music set. I don't imagine swapping unit and citystyles in this way would be too much of a stretch. A good future goal would be to differentiate each city culturally, so that a majority-Indian city conquered by the British still looks Indian and that units recruited there look like they are from the Subcontinent, not the British Isles.
For an example of this cultural chain mechanism, consider the Proto Indo European culture/civ; under my plan, it can branch off into Armenian, Beaker, Corded Ware, Etruscan, Hittite, Iberian, Mycenaean, and Nordic cultures.
The Beaker culture in turn can branch off into Brigante, Gaulish, Lusitanian, Pictish and Welsh cultures. Gaulish can then branch off into English culture, while Lusitanian can branch off into Brasilian culture.
Nordic culture, meanwhile, can branch off into Sweboz culture, which in turn can branch off into Austrian, Dutch, Gothic, Holy Roman and Swiss cultures. The Dutch themselves can branch off into Boer culture.
Etruscan culture can branch off into Byzantine culture. Lastly thus far for the descendants of the Proto-Indo-Europeans, Corded Ware culture can branch off into Lusatian and Magyar cultures.
A chart illustrating the relationships between these cultures (those that have thus far been implemented in the game, and a few hypothetical extras I can see being included in the near future) can be found here, in this Google Document.
You may have noticed that many of these cultures possess decidedly esoteric, archaic and abstract names. Well fear not, because these names shall not forever be affixed to your mighty civilization; over time (by era), these names will automatically be altered to different ones in accordance with the historical period. Thus, the Pre Jomon turn into the Jomon come the Ancient age, then in Classical become the Yayoi, then the Asuka in Medieval, the Edo in Renaissance, the Meiji in Industrial then finally, at the dawn of the Modern age, the Japanese. This would be a cosmetic feature that would seek to inject a greater deal of atmosphere and alienness to the historical (or alternate-historical!) periods that C2C aims to recreate. A chart illustrating these evolutions can be found in this Google Document.
As a consequence of this plan, Revolutions would no longer cause an entirely new civilization to form seperate from it's parent in all cosmetic respects; instead, Revolutions would spawn off a new civ whose name and leadername would be randomly selected from a predetermined list assigned by culture. Thus, the revolt of an Arab city may lead to the formation of the [insert DynamicCivName title here, I'm hoping for full integration] of Syria, led by Edward Said. A very much WIP list of such cultures and their combos can be found in this Google Document.
This is obviously very theoretical at the moment, and I think it will take a long time to fully iron out the inconsistencies and potential glitches in my proposed system, especially with so many new cultures on their way. Feel free to offer your own thoughts as to the ramifications and benefits of this system, and how you think it could be improved or implemented.