dh_epic
Cold War Veteran
Well Aussie, if you want to tie in hard-wired culture groups, that's fine by me. Feelings of similarity and difference should make use of as many factors as possible, from political system, to religion, to culture groups and even the new culture flow model.
But you don't need hardwired culture groups to have a sense of two cultures being similar. That's part of what the hybridization effect does.
Imagine a randomly placed map where Babylon, France, and the Aztecs are all created on the continent of Antarctica. The differences between the three are enough to create huge conflicts. The French people rejoice at any punishment inflicted on the Aztecs, and vice versa. Each player thus uses war as a tool to keep their people happy. But as more of their culture is exchanged (by trades, by diffusion, and immigration), these nations can't help but become more alike -- that's the hybridization effect.
Once the Babylonians (of Antarctica) finally meet the Americans (in America) in the middle ages, there is a natural shift of attitudes. The Americans have never encountered French, Aztec, or Babylon culture, nor have any of the Antarctic nations encountered American culture. When America and Babylon go to war, the differences between the Antarctic nations become muted. The French and Aztec people, even though there's no love lost between them, see America as much more threatening than Babylon. Afterall, they have some Babylonian culture, and Babylon has some Aztec and French Culture. America is a completely foreign culture and is very disgusting to them, compared to Babylonians. (At least all the Antarctic nations wear parkas! The Americans wear those damn funny cowboy hats and chaps! How uncivilized!)
In other words, the flow of culture between nations that are close to one another would dynamically make them more similar, creating new culture-groups. If two nations are next to each other, it's almost inevitable that the peoples' become very similar as the game goes on.
This is why a clash of civilization doesn't necessarily need hardwired culture groups anymore... although it certainly wouldn't hurt to have hardwired culture groups.
But you don't need hardwired culture groups to have a sense of two cultures being similar. That's part of what the hybridization effect does.
Imagine a randomly placed map where Babylon, France, and the Aztecs are all created on the continent of Antarctica. The differences between the three are enough to create huge conflicts. The French people rejoice at any punishment inflicted on the Aztecs, and vice versa. Each player thus uses war as a tool to keep their people happy. But as more of their culture is exchanged (by trades, by diffusion, and immigration), these nations can't help but become more alike -- that's the hybridization effect.
Once the Babylonians (of Antarctica) finally meet the Americans (in America) in the middle ages, there is a natural shift of attitudes. The Americans have never encountered French, Aztec, or Babylon culture, nor have any of the Antarctic nations encountered American culture. When America and Babylon go to war, the differences between the Antarctic nations become muted. The French and Aztec people, even though there's no love lost between them, see America as much more threatening than Babylon. Afterall, they have some Babylonian culture, and Babylon has some Aztec and French Culture. America is a completely foreign culture and is very disgusting to them, compared to Babylonians. (At least all the Antarctic nations wear parkas! The Americans wear those damn funny cowboy hats and chaps! How uncivilized!)
In other words, the flow of culture between nations that are close to one another would dynamically make them more similar, creating new culture-groups. If two nations are next to each other, it's almost inevitable that the peoples' become very similar as the game goes on.
This is why a clash of civilization doesn't necessarily need hardwired culture groups anymore... although it certainly wouldn't hurt to have hardwired culture groups.