raigainousa
Stelthy Jet
- Joined
- Nov 22, 2007
- Messages
- 99
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 agree. "Expanding cultural borders" must be removed, instead use culture for other MORE realistic uses, such as diplomacy.
But how can we fix the borders so that it does not rely on culture, which is SO UNREALISTIC??