Some civs don't have a culture.
That is very bad and should be fixed, those civs are totally unbalanced.
Some civs don't have a culture.
That is very bad and should be fixed, those civs are totally unbalanced.
As in a culture equivalent. I think the Lower Souix, Malagasy, Xiongnu, Yangshao and Pirates do not have a culture equivalent but are playabe civs. The closest culture are ...
- Lower Sioux = Sioux
- Malagasy = Merina
- Xiongnu = Chinese
- Yangshao = Chinese
- Pirate = ?
But they do have native cultures, right? That is what I'm talking about, not the specific ones.
The current one is fine it just has no relation to C2C cultures at all!
The "Culturally Linked Start" has a list of (lat,long) of where nations started historically. Then it looks at what you chose and makes those near by you nations from the same region as in the list. So for example you chose Egypt and your start location is about where Wellington NZ is - it will change those nations that are near you and on the same continent to ones near Egypt in real history. Maybe placing Greece in Antarctica and Mali where Sydney Australia is. This means that the resources and animals you get are Oceanic and you would not be likely to get many of the C2C Cultures associated with Egypt.
I know that I was suggesting changing it to use C2C cultures as opposed to the way it works now. So all Culture (Asian) nations would start near each other and they would be near Culture (Middle-Eastern) for instance.
In the current Culturally Linked starts as DH explains it, the option not only plants a people in any random environment, many times which they are unsuited for further developing their cultures through, and then goes a step further and enforces that the AI follows suit with whatever disharmony you've just been dealt.
I don't mean to say players shouldn't have the option to play this way too... just mean to say that it'd be nice to provide the more realistic alternative, where those near you in the Prehistoric age aren't ONLY similar in nature to you in your base culture, but are ALSO, as you the player are, given a base culture assignment that's derived FROM the area you are in.
Sorry for the double post... I backed up a page and saw these comments.
@DH: So how does it work when you have a team? Will that split up the team member spawn points, change any team member civilizations, or what?
@ls612: DH explained perfectly in that last paragraph what I feel is wrong with it now. Basically, I'm saying that the people are a product of the region they come from, thus since we have no choice, as players, where we spawn, we should equally have no choice what base culture we begin with as that should be subservient to where our first city is planted. And I'm really just suggesting it as an option for those who agree with me.
In the current Culturally Linked starts as DH explains it, the option not only plants a people in any random environment, many times which they are unsuited for further developing their cultures through, and then goes a step further and enforces that the AI follows suit with whatever disharmony you've just been dealt.
I don't mean to say players shouldn't have the option to play this way too... just mean to say that it'd be nice to provide the more realistic alternative, where those near you in the Prehistoric age aren't ONLY similar in nature to you in your base culture, but are ALSO, as you the player are, given a base culture assignment that's derived FROM the area you are in.
Yes, but the whole point of the Culture system is that you may not get your specific culture, but you can diversify and get different cultures different places, leading to more UU diversity. I am not at all concerned about making sure everyone gets their culture, as that is not the way it was designed. If you wanted to have it that way we'd just use BtS Unique Units or something like that. My only priority with Culturally Linked Starts is to make different cultural groups start in the same area (and in balanced starting places).
I don't see why we couldn't just make the Native Cultures some kind of mutually-exclusive National Wonder buildable at Cultural Identity.
I would actually prefer to give the player a choice at Cultural Identity of their base culture and then give the building to them for free.
But then your choice of civ would be entirely meaningless, which can't be good.
ID rather civs be just color selection at start. However I always choose Asian because of the pavilion and the other building only buildable with Asian regional culture. (The other regional cultures don't have any unique buildings) I think Asian also has the greatest number of hero characters, but not sure without counting them all.
How do the map scripts and/or post map creation code execution decide what regions or continents represent what on random maps?
You and Hydro might want to get in communication on design plans; he envisions the civs as being so interchangable you could rename them after colours and whatnot and no one would notice the difference.