V30 Plans

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 = ?
 
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.
 
But they do have native cultures, right? That is what I'm talking about, not the specific ones.

Yes all civs have a regional culture. They just don't all have a specific cultural equivalent. For example ...

- Lower Sioux = North American
- Malagasy = African
- Xiongnu = Asian
- Yangshao = Asian
- Pirate = European
 
It'd be VERY helpful to future plans if we could make sure all civs had a corresponding culture AND vice versa. So if I may simply request that as a goal to work towards, it'll still be a while before I'll want to work on those plans directly. I believe I've discussed some of that stuff with you before H. But the concept goes beyond what I've probably expressed so far. Gets into the adopt a culture project that I'm more than sure will be a very cool element for C2C gameplay.
 
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.

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.
 
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.

Yeah, i for the 1st time have tried this, and it even re-starts you in a different place on a REGULAR map, not just the python ones.:sad:
 
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).
 
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've said nothing about being able to get your specific culture in all this. All I am saying is that I don't CARE what starting base culture I get and would prefer that the MAP enforces this choice because where my people evolved and adapted to the land is what would determine this factor in an immersive and realistic game, not some arbitrary player decision that has very little strategic meaning enough to give a rat's ass about at the beginning of the game.

All I've said about the specific cultures is that if you put Africans in Africa and Europeans in Europe and Native Americans in America, you will naturally see more civs qualify for more specific cultures as the resources those cultures are based on tend to spawn in the same kinds of environments as the base cultures would have arisen in. And having more civilizations qualify for more specific cultures, who cares which ones, is probably a better thing for gameplay as well.
 
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.
 
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.
 
How do the map scripts and/or post map creation code execution decide what regions or continents represent what on random maps?

Is it possible for the for a continent assigned as "North America" to end up with elephants and no bison? (Making the cultures that require those types of resources but with the mismatched base culture nearly impossible to come into existence)

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.
 
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.

North American has Vision Quest and Oceanian has Walkabout regional culture buildings. There may be but those are all I can remember from the top of my head.
 
Still I wonder though, is base regional culture truly required? Is there a reason for using it and not just letting the terrain and resource vicinity restrictions be enough to define the ability to build the various 'civ' cultures?

If you have enough map resrouces appropriately distrubution via the bArea placement flag, you have a generally sufficient division with that.

You can also add lattitude restrictions on cultures as well to further force geographic distribution.

This all comes from of course a view of playing random large maps.
 
How do the map scripts and/or post map creation code execution decide what regions or continents represent what on random maps?

The map is divided into 6 parts approximately. Three north of the equator are are N. America, Europe, Asia. The three south of the equator are S.America, Africa and Oceania. That is starting at the left hand side of the mini map each is about 120 degrees in width.

Animals spawn based on their terrestrial range. Some on bonuses and some on features some on a mixture. If they spawn only on their terrestrial range and there is no land there then they will not appear in the game.

Resources are placed by distance from the equator. There is no control over east-west locations or the ability to say only north of the equator or only south of the equator. Which is why kangaroos sometimes appear in the north and deer in the south. I was going to write some code to adjust such resources after they were placed but haven't yet.

Eventually we hope to be able to identify continents and equate them to Earth eg three together would become Africa, Europe and Asia. Two together would be N & S America and so on.
 
Plenty of times though a game will have ore than 6 habitable continents. Or less resulting in required merging. In your own determination example, if a random continent lands smark inthe middle of the 4 region intersection, you'll have quite the mix. Where as a region completely without land wont give you that base culture at all if its is removed form civ selection. Hence why I asked if the need for regional cultures (for civ cultures not animal spawns) is really required.
 
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.

You can already rename your civ (and your leader). That is a vanilla Civ 4 feature. It has no gameplay impact though.
 
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