Question about culture mechanics

Furoncrypto

Chieftain
Joined
Jan 28, 2013
Messages
19
First of all i should start off saying that im playing the C2C lite version, Rocks 2 Rockets Moderator Action: Therefore moved to the modmods section. but im sure my question will still apply.

Im pretty new to this mod and so far i love it except for one thing.
Say im playing a specific civilization, lets say aztecs, with the hopes of specializing my culture to the aztec but those resources are no where near me. So im stuck becoming some other American culture like the Sioux, which totally rubs me the wrong way being the fearsome green civ. I thought there would have been some mechanic that made it easier for a civilization to secure its own culture, like not needing the prerequisite resources. That way if you wanted some UU of other civs it would be balanced by actually having those resources in your borders.

Im just looking to understand, maybe an explanation, why the developers made the mechanics this way.

Oh, and sorry of this has been discussed somewhere else. Tried finding this specific subject, surprisingly, with no luck. Honestly, thought more people would have been bothered by this.
 
If you have Assimilation on as a Game Option (and I don't see why you wouldn't) you can get other Native Cultures by conquest. That allows you to build their cultures if you have the proper resource prereqs.
 
Oh i know that, i do have that option on.

My concern is about a civs own unique culture and how sometimes you cant even build it because resources arent even there. Feels kinda cheap that a civ can be found in that situation in the first place.

Say Aztec civ wants to build aztec culture. Need obsidian and jungle in vicinity and its no where to be found so you need to build for some other civ's particular culture.

Just think there should be some sort of option for a civ to be exempt from a culture's requirements. Maybe some sorta bonus if you do happen to find yourself to have those resources in your area. You could still build other cultures if you wanted to but for those, since you arent that culture's civilization you would need to have to resources. That way its still restricted and balanced.
 
In C2C the cive you choose at the start is just a place holder. It is too time consuming for us to create 32 generic civs for each of the cultural groups "North American", "South American", "European", Asian, African, Middle eastern and Oceanic.

What ever you choose has a cultural group. You can then get cultures of that group by having the correct terrain and resource combinations.

If you conquer a city of another cultural group and have assimilation on then you can get access to the cultures of that group also.

If you play C2C then don't expect to get the culture that is indicated by who you chose to start with. It is not what C2C is about.
 
In C2C the cive you choose at the start is just a place holder. It is too time consuming for us to create 32 generic civs for each of the cultural groups "North American", "South American", "European", Asian, African, Middle eastern and Oceanic.

We actually don't have a North and South American one. Do you think we should split them up now? The only playable civs that would get it would be like Inca, Brazil, Tupi and Mapuche.
 
We actually don't have a North and South American one. Do you think we should split them up now? The only playable civs that would get it would be like Inca, Brazil, Tupi and Mapuche.

Surely no further limiting than an Oceanic base? I would personally like to see the two Americas separated.
 
Well I am testing it out now. Boy there are a lot of connected files. I will try to push to the SVN soon.

Note that also the "Jivaro" civ is South American too.

:D Cool!
 
Oh i know that, i do have that option on.

My concern is about a civs own unique culture and how sometimes you cant even build it because resources arent even there. Feels kinda cheap that a civ can be found in that situation in the first place.

Say Aztec civ wants to build aztec culture. Need obsidian and jungle in vicinity and its no where to be found so you need to build for some other civ's particular culture.

Just think there should be some sort of option for a civ to be exempt from a culture's requirements. Maybe some sorta bonus if you do happen to find yourself to have those resources in your area. You could still build other cultures if you wanted to but for those, since you arent that culture's civilization you would need to have to resources. That way its still restricted and balanced.
I totally agree and I posted the exact same suggestion (I mean for C2C) just recently. You should (at least as an option) be able to build your 'named' culture without resource requirements - (and even if someone else already has it).
 
Note that also the "Jivaro" civ is South American too.

Well i should hope so, i believe it is in the Southern most left side region of SA. But i could be mistaken, even people TODAY that go there, and into the tribes area, will NOT be seen again (only the shrunken head of such), i am just sayin'
 
I totally agree and I posted the exact same suggestion (I mean for C2C) just recently. You should (at least as an option) be able to build your 'named' culture without resource requirements - (and even if someone else already has it).
As discussed... you'll get that option eventually if I can provide it. I'm just waiting on our current list of civilizations to all have a corresponding culture.
 
Well thank you for your explanations Dancing Hoskuld and Thunderbrd. I kinda get where your coming from, makes Civ feel more open ended and develop naturally. It just feels unnatural and clashing for a civ not to be able to build its own culture.

Im glad to see that some people agree with me and have even come to the same conclusion as i have though.

As for the suggestion of making a civ exempt of the culture requirements, do you guys foresee any problems in terms of balance?

I was playing the other day as Aztecs and did my own little in game fix by just putting down the obsidian and jungle and building the culture. I got the jaguars at a time when the AIs where still quite behind (stone axemen and atlatl as defense) and i could have just destroyed them all with just a few jaguars. This was on monarch difficulty so im guessing this was the main factor why they were so behind.

So i was guessing maybe getting access to a culture that easily could create imbalance.
 
If some cultures have OP units, that's a completely independent issue from resource requirements.
 
Well thank you for your explanations Dancing Hoskuld and Thunderbrd. I kinda get where your coming from, makes Civ feel more open ended and develop naturally. It just feels unnatural and clashing for a civ not to be able to build its own culture.

Im glad to see that some people agree with me and have even come to the same conclusion as i have though.

As for the suggestion of making a civ exempt of the culture requirements, do you guys foresee any problems in terms of balance?

I was playing the other day as Aztecs and did my own little in game fix by just putting down the obsidian and jungle and building the culture. I got the jaguars at a time when the AIs where still quite behind (stone axemen and atlatl as defense) and i could have just destroyed them all with just a few jaguars. This was on monarch difficulty so im guessing this was the main factor why they were so behind.

So i was guessing maybe getting access to a culture that easily could create imbalance.

I wouldn't say it would create imbalance any more than it did in Vanilla BtS where some civs really got the shaft (like Egypt) where others (like Rome) were obviously superior. There may still be some gaps for Hydro to fill before it'd be truly fair I suppose, not the least of which is that not all our civs have corresponding cultures at all, so thus why I wait to establish such an option. I have some interesting other options in mind along cultural lines too in a very expanded future outlook...
 
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