Suggestion: Real borders - not cultural borders! (Civ 4 or 5)

Yeah, I'm going to go with NO and I still think claiming land and for that matter sea tiles, to become part of your territory is the best option. That way if you want to control sea tiles then you need a navy to defend them. Your suggestion about having to move the capital sounds frankly awful.

It's not without historical precedent. Russia moved it's capital from Moscow to St. Petersburg--built it for that purpose, in fact. Brazil did the same thing.
But it is not something you HAVE to do, is my point. In Civ2 it was a matter of keeping corruption down in relation to distance. Moving ones capital was one way to do it. Another was to simply load it up with units.
I don't particularly like the idea, but as an option it would have it's pros and cons, and the idea that moving your capital would have such a dramtic cultural impact on your empire means it is not to be taken lightly.
The core idea of culture growing out from the capital specifically is what I am shooting for. Then wonders like Versaille would have an additional impact aside from the administrative ones--they could actually expand a little farther culturally, maybe two spaces out all around the actual 22 tiles the city physically uses--which would include water tiles, of course.

I don't think the bargaining table, however, should get caught up on one or two tiles here and there. That seems silly.
 
I am not denying that countries have moved their capital to encourage trade, commerce and indeed culture to move to a different region. I believe in Brazil the intention is to encourage the growth of a cities inland, as opposed to keeping all of the trade at the coast in Rio and Sao Paulo. We already have the ability in Civ to move the capital, whichever city has the palace receives certain bonuses and surrounding cities have reduced Maintenance. I just don't see what you are suggesting and how would make the game more fun.
 
I don't think I'm a fan of turning the culture game capital-centric either. Just look at Australia - Canberra is the capital but there are many people who have never heard of the city because they assume a city like Sydney, which is arguably the biggest culture centre in the country, is the capital.

I don't think quibbles over a few tiles is all that silly actually. No one is going to care about pointless tiles so they will probably only come up in negotiations when someone is going for domination victory. In that case, AIs may be programmed to hesitate in giving you more land. Also it may be nice for you to bring territories to the table when you're missing a tile inside your fat cross or if you'd like access to a border resource. Of course, handing over the tile with the resource would effectively be removing access to the resource but AIs could place a high value on the tile and check its export deals etc. first.
 
My main idea was to be able to curtail the cultural expansion of a given city that is not the capital, therefore creating a border that would realistically be both cultural and political.
I understand your point, PieceofMind, about the significance of a given tile, especially where overlapping is concerned, but the game can just as easily account for this by pumping culture into a given city or sacking that enemy city whoes influence pervades said tile. These are also game available options.

As far as more realistic, or more political, borders, as you said above, having one border for culture and another more political might work--it seemed better in Civ3, anyway, and Civ2 on Playstation had nada, which was really difficult.

Sorry I couldn't help, though the issue merits revisions of some kind.
 
My main idea was to be able to curtail the cultural expansion of a given city that is not the capital, therefore creating a border that would realistically be both cultural and political.

I think that's both unrealistic and a bad idea for gameplay; real-world city economic hinterlands rarely have that much to do with political borders unless a lot of effort is put into forcing them to.

Civ 3's cultural borders that expand, increasingly slowly as time goes on, in ways that depends solely on the culture-producing buildings that you have built in each city, into unclaimed space until they meet other ones coming the other way seems the best model I've yet seen, though I'd like total national culture produced to have more impact on each new city's cultural expansion; the only problem I have with the Civ3 implementation of it is that it's not really powerful enough compared to the military option.
 
My main idea was to be able to curtail the cultural expansion of a given city that is not the capital, therefore creating a border that would realistically be both cultural and political.
I understand your point, PieceofMind, about the significance of a given tile, especially where overlapping is concerned, but the game can just as easily account for this by pumping culture into a given city or sacking that enemy city whoes influence pervades said tile. These are also game available options.

As far as more realistic, or more political, borders, as you said above, having one border for culture and another more political might work--it seemed better in Civ3, anyway, and Civ2 on Playstation had nada, which was really difficult.

Sorry I couldn't help, though the issue merits revisions of some kind.

Well actually having both a culture border and a political border is what I have suggested! I've just phrased it a bit differently. It's just the culture border would be invisible (unlike in Civ4) and the political border is what would be used to determine land ownership. Having culture on a tile would be a prerequisite for politically owning the tile.

You are right that you can pump more culture into a city (generally speaking because you may not have any avenues for that) or sack the enemy city and that these are two available game options but this is the whole point of the problem we're trying to address. It seems silly that I can suddenly lose ownership of a tile that was in my borders just because some other country put more culture into their nearby city. Imagine a modern redrawing of the French-German border just because some fancy artist painted a nice painting in Strasbourg!

We're disappointed that borders depend SOLELY on culture as it is unrealistic. The option of going to war and sacking the city is unsatisfactory because it assumes you are in a position where going to war is a good idea and also it may be the case that keeping the city is not a good idea because it's a badly placed city (common for AIs). You'd have to raze the city or give it to another civ (which is no longer possible in BtS, except I think when they have a lot of culture in the city tile too - this is very rare). If you have a friendly neighbour, it seems a bit drastic to go to war with them because their culture has invaded into one or two relatively unimportant tiles in your fat crosses. You should just be able to ask for them back - that would be a very simple agreement.
 
It may be the case that some people enjoy the culture war aspect of Civ and that's fair enough. I personally don't find it very interesting or satisfying. It just means I need to go build more culture buildings or in some cases adjust the culture slider.
 
You are right that you can pump more culture into a city (generally speaking because you may not have any avenues for that)

I'm all for more avenues for that.

It seems silly that I can suddenly lose ownership of a tile that was in my borders just because some other country put more culture into their nearby city. Imagine a modern redrawing of the French-German border just because some fancy artist painted a nice painting in Strasbourg!

What it simulates is one civilisation being more appealing and winning over the loyalty of the people living in the tile in question; given a tile-based game in the first place, having that work by tiles seems the best way to represent it.

If you have a friendly neighbour, it seems a bit drastic to go to war with them because their culture has invaded into one or two relatively unimportant tiles in your fat crosses. You should just be able to ask for them back - that would be a very simple agreement.

That's not a bad idea at all, though.
 
It may be the case that some people enjoy the culture war aspect of Civ and that's fair enough. I personally don't find it very interesting or satisfying.

Civ IV has nerfed it to make it less so. I would like to see Civ 5 come with culture as something you switch on or off, so the game need not have it at all; if you don't have it on, your "borders" should just be the fat crosses of your cities, and if you do have it on, you can culture-bomb your way through a rival civilisation flipping their cities to your control.

It just means I need to go build more culture buildings or in some cases adjust the culture slider.

The culture slider is a terrible idea, IMO; culture and luxuries/happiness should be entirely independent, Civ III got that absolutely right as a fundamental decision, though definitely arguable in the details.
 
I guess to put it bluntly, the civ designers have gone too far with culture. In my opnion they probably made borders depend solely on culture because they didn't want people to ignore this feature of the game. (That might be a similar reason for why they've programmed rival civs to constantly bombard you with spies - to make sure you're not ignoring the espionage game.) When you think about it, if borders didn't depend on culture by itself and there was no culture victory then culture would have had no value. From a design perspective I'd argue it's undesirable to hinder other aspects of gameplay to introduce a new feature.

Military being the most important property of your empire has been there since Civ1 and I guess IMO it's a shame that's being dwindled away slowly. Don't get me wrong - I don't want the game to be all military or even anything remotely like Civ1 - but I think they've tried to borrow too much from the SimCity Societies type of game rather than the Simcity2k gameplay. In other words, trying to make the game more aesthetically appealing doesn't necessarily do much, if anything, for gameplay.

The depth of gameplay and the interesting choices don't just depend on the number of different ways you can spend your resources. It's more important probably to have a variety of successful playstyles with fewer features. It's a bit hard to describe what I mean so I'll leave it there before I bore everyone to tears...;)
 
When you think about it, if borders didn't depend on culture by itself and there was no culture victory then culture would have had no value.

Well, yes, if culture didn't do anything it would be pointless. That seems a bit tautological to me.

From a design perspective I'd argue it's undesirable to hinder other aspects of gameplay to introduce a new feature.

How does culture hinder other aspects of gameplay ? I can kind of see how you might have an argument for that with Civ III culture-flipping, but that's explicitly not in Civ IV.

Military being the most important property of your empire has been there since Civ1 and I guess IMO it's a shame that's being dwindled away slowly.

This may just be a difference of preference, then, because to my mind it hasn't dwindled nearly enough yet.

In other words, trying to make the game more aesthetically appealing doesn't necessarily do much, if anything, for gameplay.

I don;t think culture is there for the aesthetics, though. Culture you can win by is another level of gameplay. Diplomacy you can win by is another level of gameplay. Being able to win economically, or religiously, would be other dimensions of gameplay.

The depth of gameplay and the interesting choices don't just depend on the number of different ways you can spend your resources. It's more important probably to have a variety of successful playstyles with fewer features.

I'm not sure you can broaden the variety of successful playstyles without more features though; conquering everyone with knights on triremes, or building an industrial powerhouse and conquering everyone with tanks, or nuking everyone are all just winning by conquest. Whereas converting people or buying their cities and units out from under them are genuinely different styles and strategic arenas.
 
I guess to put it bluntly, the civ designers have gone too far with culture. In my opnion they probably made borders depend solely on culture because they didn't want people to ignore this feature of the game. (That might be a similar reason for why they've programmed rival civs to constantly bombard you with spies - to make sure you're not ignoring the espionage game.) When you think about it, if borders didn't depend on culture by itself and there was no culture victory then culture would have had no value. From a design perspective I'd argue it's undesirable to hinder other aspects of gameplay to introduce a new feature.

Military being the most important property of your empire has been there since Civ1 and I guess IMO it's a shame that's being dwindled away slowly. Don't get me wrong - I don't want the game to be all military or even anything remotely like Civ1 - but I think they've tried to borrow too much from the SimCity Societies type of game rather than the Simcity2k gameplay. In other words, trying to make the game more aesthetically appealing doesn't necessarily do much, if anything, for gameplay.

The depth of gameplay and the interesting choices don't just depend on the number of different ways you can spend your resources. It's more important probably to have a variety of successful playstyles with fewer features. It's a bit hard to describe what I mean so I'll leave it there before I bore everyone to tears...;)

You aren't boring me at all. I agree. The idea that there should be borders of some kind is right on. That the "culture" border does what it does is more of a problem than a solution--I agree. In fact, I am always disapppointed to see that the %'s of a given tile are culture based and not race based. Wouldn't it be more interesting to have the two borders you mentioned--political and cultural, and to have the interplay work or realistically? In other words, while an English tile is overawed by the neighboring French culture, this does not make them French. What it does do is what Religion does in the game(something I really like) and that is, create a stronger bond between two civilizations.
Having the distinct borders would mean that war between the two could potentially erode that cultural influence without neccesarilly affecting the political border.
It might also introduce a kind of "fifth column" aspect of relations, such as when, during the French Revolutionary and Napoleonic Wars there were distinctly Franco-philic Englishman as well as Franco-phobic.
I agree, however, that putting too much influence on any one aspect of the game can throw it off.
On that note, I am not entirely happy with how trade and commerce operate in Civ4. The trade links are completely random for a given city and do not seem to be based on much of anything. It would be far better if they took the resource supply/demand aspect of Civ2 and used it here, only automating it the way they have done(though poorly) in Civ4. I say this because economics has historically been a far stronger force in any civilization than culture has, though not always as strong as the military. A civilization game that correctly balanced economics, politics, and war would be best, obviously, but doing so would entail some serious structural changes to the game.
Here's one I have been mulling over:
How necessary is a specific "leader" over each civilization? Is there a way to not only show a varied progression of leadership, such as when there is a revolution, but as for your civilization to splinter or simply fall apart? If those three aspects of the game played out better, you could be fending off other civilizations and new ones who have left your original. Imagine a break-up where you have to choose which of the three or four pieces of your former empire you would then control?
For this to happen, culture would have to be factor--that is, a city whose culture far exceeds that of any other of your civilizations cities would actively begin to tear away.

Maybe I'm getting too deep on this, though. I read a lot of world history and I see moving and shaking that is simply not represented by the game in a realistic way.
 
You aren't boring me at all. I agree. The idea that there should be borders of some kind is right on. That the "culture" border does what it does is more of a problem than a solution--I agree. In fact, I am always disapppointed to see that the %'s of a given tile are culture based and not race based. Wouldn't it be more interesting to have the two borders you mentioned--political and cultural, and to have the interplay work or realistically? In other words, while an English tile is overawed by the neighboring French culture, this does not make them French. What it does do is what Religion does in the game(something I really like) and that is, create a stronger bond between two civilizations.
Having the distinct borders would mean that war between the two could potentially erode that cultural influence without neccesarilly affecting the political border.
It might also introduce a kind of "fifth column" aspect of relations, such as when, during the French Revolutionary and Napoleonic Wars there were distinctly Franco-philic Englishman as well as Franco-phobic.
I agree, however, that putting too much influence on any one aspect of the game can throw it off.
On that note, I am not entirely happy with how trade and commerce operate in Civ4. The trade links are completely random for a given city and do not seem to be based on much of anything. It would be far better if they took the resource supply/demand aspect of Civ2 and used it here, only automating it the way they have done(though poorly) in Civ4. I say this because economics has historically been a far stronger force in any civilization than culture has, though not always as strong as the military. A civilization game that correctly balanced economics, politics, and war would be best, obviously, but doing so would entail some serious structural changes to the game.
Here's one I have been mulling over:
How necessary is a specific "leader" over each civilization? Is there a way to not only show a varied progression of leadership, such as when there is a revolution, but as for your civilization to splinter or simply fall apart? If those three aspects of the game played out better, you could be fending off other civilizations and new ones who have left your original. Imagine a break-up where you have to choose which of the three or four pieces of your former empire you would then control?
For this to happen, culture would have to be factor--that is, a city whose culture far exceeds that of any other of your civilizations cities would actively begin to tear away.

Maybe I'm getting too deep on this, though. I read a lot of world history and I see moving and shaking that is simply not represented by the game in a realistic way.

I strongly agree with most of what you've said here. However in my opinion the concept of having different leaders throughout history doesn't fit too well into the Civ style. It is one of the things many people would like to see because it adds realism but there are a few problems with it. Firstly if each civ gets different leaders during the game would that mean old diplo modifers would go away? Obviously you could rework how the modifiers work - something which is probably sorely needed anyway;). If there's any attempt to make it realisitic then you'd be changing leaders every one or two turns near the start of the game! Lastly, you would need to find a lot more leaders for the various civs and probably from eras in which they didn't exist, just turning one problem into another. eg. Who's an ancient American leader or a modern Incan leader?

The idea of a civ having one leader throughout the game helps to keep the game more like a game between players rather than a simulation of the history civilisations. It feels more personal that way and I think that is a positive for gameplay. I don't want the game to be a simulation.

When you suggested that the balance be between economics, politics and war I was jumping for joy.:goodjob: They are the key features of the game in my opinion. I also don't mind the way religion was implemented in the game. I think that was one of the new features which was actually thought through pretty well. Culture on the other hand is too one-dimensional. If there were some way to be an iconoclast and seek to erode rival culture it might have been more interesting. This could have been a civic of some sort.
 
You make some really good points about the negative possiblilities with multiple leaders. That is, again, my incesant reading of history. Yeah, it does do well in personalizing the game having the player as THE leader, I have to agree. And anything that went too far beyond would not be Civilization, as you said.
 
This is what I think how real borders are fixed:

While the world is not yet part of any civ:
1. Any unit that is fortified in a square for five turns can claim the tile, but only if it stays "forever" in that tile, or a fort is built.
2. Settlers can do that for only two turns, and can leave the tile with "100% Russian" description.

When every part of the world is part of a civ or you have discovered "Paper" tech:
1. You can claim a land without waiting for 5 turns. Just go to an empty tile and claim it.
2. For every 4 tiles, one gold is used for maintenance.
3. Culture doesn't matter anymore. If your fort is near the tile where tensions spark, and your forts has units, and the rival has *no* nuits nearby, you can right away claim it with negotioations.
4. Culture doesn't matter anymore. Draw your borders, and even claim barbarian's cities. It is yours to expand when there is remaining space.
5. A fort built outside your cultural borders is automatically your territory. Your units moving around a fortcan claim those tiles.

I guess to put it bluntly, the civ designers have gone too far with culture. In my opnion they probably made borders depend solely on culture because they didn't want people to ignore this feature of the game. (That might be a similar reason for why they've programmed rival civs to constantly bombard you with spies - to make sure you're not ignoring the espionage game.) When you think about it, if borders didn't depend on culture by itself and there was no culture victory then culture would have had no value. From a design perspective I'd argue it's undesirable to hinder other aspects of gameplay to introduce a new feature.

Cultural victory must not be remove, cultural expansion must not be removed, but cultural wars must be removed, I think, after the "paper" tech (I felt I have been offering paper tech as the panacea of border talk XD)
Military being the most important property of your empire has been there since Civ1 and I guess IMO it's a shame that's being dwindled away slowly. Don't get me wrong - I don't want the game to be all military or even anything remotely like Civ1 - but I think they've tried to borrow too much from the SimCity Societies type of game rather than the Simcity2k gameplay. In other words, trying to make the game more aesthetically appealing doesn't necessarily do much, if anything, for gameplay.

...*tears*
The depth of gameplay and the interesting choices don't just depend on the number of different ways you can spend your resources. It's more important probably to have a variety of successful playstyles with fewer features. It's a bit hard to describe what I mean so I'll leave it there before I bore everyone to tears...

Just culture being too much emphasized in Civ4... It is enough to see expanding culture in Civ4 but stop it in Industrial times.
 
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3. Culture doesn't matter anymore. If your fort is near the tile where tensions spark, and your forts has units, and the rival has *no* nuits nearby, you can right away claim it with negotioations.
4. Culture doesn't matter anymore. Draw your borders, and even claim barbarian's cities. It is yours to expand when there is remaining space.

No, no and thrice no. I vote against this notion as striongly as it is possible to do so.

Cultural victory must not be remove, cultural expansion must not be removed, but cultural wars must be removed, I think, after the "paper" tech (I felt I have been offering paper tech as the panacea of border talk XD)

I want Civ 3 culture flipping back. I want to be able to build up enough culture to swallow whole countries by how totally awesome I am. If the only way you want to be able to dominate the world is by force of arms, go play Risk.

Just culture being too much emphasized in Civ4... It is enough to see expanding culture in Civ4 but stop it in Industrial times.

As if mass media and global telecommunications did not spread dominant cultures around the world in entirely new ways arising long after the Industrial Revolution; there's something peculiarly amusing about having this argument in this particular medium, that it exists at all makes my point for me.
 
There are two ways for culture to realistically influence the game without it being used as a land-grab technique--the obvious one should be with regard to foreign relations. Instead a civilizations' expanding culture(created by the collective creative output, or esteem, of that civilization) being a negative to other civs, it should be a positive, an edge that civ has when it comes to trade, open borders, etc., as well as a reciprocal influence. The cultures influence oneanother, and multiple cultures together grow faster.
The next should be with regard to production. That is, a culture that is more creative is more productive, therefore there should be some form of bonus in the way of hammers or of wealth for each cultural stride a civ takes. This prevents a larger and more powerful civ from choosing isolation because it can. There should be these active incentives for civs to ally and exchange on different levels, but without the entire border issue.
This would all leave borders as being established by Direct Influence. That is, as in Civ2(the only other one I've played--and that on the Playstation) a citys' control extends only as far as the fat cross(maybe, MAYBE, an extra square beyond THAT to avoid that exact possesion problem as regards those few unclaimed squares one tends to have in the middle of their territory) and no farther. Culture need not be visually expressed by a "border" when we all know that there are no cultural borders as such.
When a civ is a cultural power house, bonus' of different types should apply, just as in Civ4 there is a defensive bonus(a bit puzzling because the culture-rich Greeks were soundly thrashed by the culturally-poor Romans).
Factors that don't currently affect culture but should are all forms of trade and open borders since these things export your culture. That is, the number of a given civs cities that you trade with should reflect a cultural value because you are exporting your culture. This can lend itself to some interesting economic effects as well, such as the ability to designate an MFN for your civ--most favored nation for trade--exclusive of defensive pacts and permanent alliances which are largely military in nature.
Ultimately, the influence of culture on the game should be more along the lines of that of religion, but a bit more expansive economically, not physically. After all, despite what influence Latino or Asian culture has had on the US, there has been little or no loss of actual territory as a result. It simply has worked to change and expand US culture from what and where it once was.
 
I like the idea of fixing borders somehow, but I think the feature must not become overly complex.
Civ will never accurately simulate anything, so I propose a game mechanic that should reduce the annoyance factor without changing too much:

1. cultural borders cannot push other cultural borders backwards

2. cultural borders still work like they do in civ4 in other respects

3. if a military unit moves onto a tile that is more than 50% your culture, the tile becomes yours, but only when you are at war with the current owner

4. peace treaty negotiations may include items for receiving or giving up 51+ percentile tiles and for reversing tiles swaps that happened during the war

5. tiles cannot be negotiated if the city that spread the culture has been captured or razed.
 
If you were all looking for a mod about this.
Go see the Influence Driven War mod. Its similar to what you were talking about for military units capturing plots.

On the whole I agree with what PieceofMind said, except for one thing. I think that you should be able to capture any tile of the person who you are at with and immdiately be able to capture it when you have a military unit on it. Also the tile would become ruins because most inhabitants would have left in a hurry.

To prevent people from wildly capturing all his opponents territory except for cities is:
1. You would get extreme unhappiness and maintance costs if the captured tile is three or more tiles from any of your cities.

2. You would get extreme unhappiness and maintance costs if you had no culture in the tile you just captured.

Otherwise than this, I agree with everything esle you just said.
 
I
1. cultural borders cannot push other cultural borders backwards

If they don't do that what's the point ?

3. if a military unit moves onto a tile that is more than 50% your culture, the tile becomes yours, but only when you are at war with the current owner

I dislike that so much you are setting me wondering about mechanisms for really strong culture to convert military units encroaching on your territory; I think I'd really like that.
 
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