@ Celevin
Actually at first I thought Balnor's was the same as mine, but it's a bit different again. With mine (and André Alfenaar's is the same) the percent on the way to a policy will decrease each time a new city is built, but the current culture will remain fixed.
And there is where the problem I have with Balnor's suggestion. Building a city requires a change in the current accumulated culture. Balnor suggests to get around this by not even displaying the current accumulated culture but just the percentage. I think this hides the problem, and becomes less intuitive. In my post I called it 'cheating'.
As for how to handle the situation of someone accumulating enough culture for multiple policies, I haven't given it much thought yet, but I'm confident that it can be made to work exactly the same way as your system but just with a different set of numbers like what I've demonstrated so far.
So my answer is essentially: Do it the same way you've proposed, but with altering the totals instead of the rates. I'll need to go over your posts again to see how you covered it.
I guess I'm basically leeching off your idea. I like the type of thing you're proposing, but think the alternative way of dealing with numbers works better and is closer to the current game.
EDIT... Oh, I remembered you asked about what happens if I sell all but one city. Well again, my response is pretty much "just do whatever your system does", only altering the total instead of the rate.
Actually at first I thought Balnor's was the same as mine, but it's a bit different again. With mine (and André Alfenaar's is the same) the percent on the way to a policy will decrease each time a new city is built, but the current culture will remain fixed.
And there is where the problem I have with Balnor's suggestion. Building a city requires a change in the current accumulated culture. Balnor suggests to get around this by not even displaying the current accumulated culture but just the percentage. I think this hides the problem, and becomes less intuitive. In my post I called it 'cheating'.

me said:To produce the same effect as the rate-change by doing a threshold-change instead, and assuming we don't want to instantaneously change the current amount of culture put towards the policy (i.e. we won't just 'cheat'), then we just need to change the threshold to:
(blah)
As for how to handle the situation of someone accumulating enough culture for multiple policies, I haven't given it much thought yet, but I'm confident that it can be made to work exactly the same way as your system but just with a different set of numbers like what I've demonstrated so far.
So my answer is essentially: Do it the same way you've proposed, but with altering the totals instead of the rates. I'll need to go over your posts again to see how you covered it.
I guess I'm basically leeching off your idea. I like the type of thing you're proposing, but think the alternative way of dealing with numbers works better and is closer to the current game.
EDIT... Oh, I remembered you asked about what happens if I sell all but one city. Well again, my response is pretty much "just do whatever your system does", only altering the total instead of the rate.

. First, the changes they make I think are impossible to mod out at this time. Second, you start to lose trust in the designers if they make decisions that you greatly disagree with, and lose respect for the game. At any time they might release another patch that could both screw up your mods and be something that you again disagree with.
. I'm guessing the Civ devs aren't worried about conserving registers and clock cycles. In fact, based on the time the computer's turn can take, I'm sure of it.
. As I've been analyzing the final patch notes, the changes whereby maximum empire size stays with you has really and truly scared me. Without trying to sound overly dramatic, I feel that I may be severely punished by an attempt to squash an exploit that I would never consider using
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. I too, hope VERY MUCH that the devs have caught wind of this thread.