The Culture-Spreading Model

Do you think this model is good and worthwhile?


  • Total voters
    189
Sorry you got the impression you thought I had anything to do with maintaining these forums. I'm just as much a random fan as you are :)
 
I just read the first page, and I thought it might be neat (as if you don't have enough on yer plate) If you had great philosophers. They could discover a tech, be a super specialist, or be used in a city. When they are used, maybe they could steal population and culture from surrounding cities, representing an immigration.
 
FYI, there are actually two attempts to produce a culture-spreading mechanism. Both make use of traderoutes, I believe:

Mylon: http://forums.civfanatics.com/showthread.php?t=145005
The_Lopez: http://forums.civfanatics.com/showthread.php?t=170884

I think, however, this is only part of the battle. To quote from an earlier post, there are really three dimensions to this:

1. (DONE!) Culture is Transmitted by Trade Routes. "+3 Gold from Athens" also means "+3 Culture from Athens", or perhaps some kind of ratio.

Spoiler :
ISSUES:
- What do closed borders do?
- How to make "open vs closed" into an interesting choice, instead of a nobrainer?
- Will this favor too much inflow of foreign culture?
- How to help domestic culture flow?
- Should proximity between cities improve flow?
- Should total culture in a city improve flow?
- Does the trade route mechanism need to be altered?


2. (Incomplete) Culture is generated proportionally according to % nationality. So if a city generates 5 culture per turn, but has 40% foreign nationality, then 3 culture per turn will be domestic and 2 culture per turn will be foreign.

Spoiler :
ISSUES:
- Won't this mean that a city will always produce culture that maintains the current ratio of foreign:domestic?
- The only way a city's ratio changes is by outside flow?
- Are there other factors that players can use to erode foreign culture faster? Buildings? Civics?


3. (Incomplete) Culture degenerates into 'local culture' according to maintainance costs. Not sure what the ratio would be, but at 1:1 "-2 Maintainance" would mean "2 Culture per turn becomes 'city' culture".

Spoiler :
ISSUES:
- City culture is culture that does not belong to any nation -- it doesn't help you or anyone else.
- Expansionists might end up losing more culture than they generate!
- How to prevent this from being TOO hard on expansionists?
- How do you improve your ability to assimilate city culture?
- How do you slow down the erosion of your own culture?
- Can you improve your ability to erode FOREIGN culture?


Overall: (Incomplete) Now that culture spreads, what will it do? Now that culture isn't just generated by a city but flows from other cities and other nations, cities will get culture very quickly, but not necessarily your culture.

Spoiler :
ISSUES
- How will flips work?
- How will borders work?
- How will "cultural defence" work?
- What else will culture do?


I think 2 and 3 are very important -- for culture to erode, and for foreign culture to naturally propogate in foreign cities. As well, we have to ensure that #1 is done properly, that culture flows in ways that make sense.
 
Back
Top Bottom