Originally posted by UberKruX
if you go with something like my above general idea, you could have several aspects.
Geography would be a big player early on. Think of the city states of Greece versus the plains of Mongolia versus the Fertile Crescent. Geography could also influence government/social structure, but thats another debate entirely
More importantly,
decisions should impact your culture the most. I suppose one of the easiest ways to do this is to monitor the build queues of each city to determine exactly what the player is going for. They would accumulate over time, so that a warmonger culture retains warmonger traits when they start building marketplaces for the money. if they moved on to several buildigns in many cities, their traits would slowly change to reflect that.
Perhaps some could also be based on other decisions, such as diplomacy, battle tactics, etc.
There could even be "classes" of traits. for example, if you focus your cities on building military, you get warmonger "city traits", and you get cheaperr units, or something. if you are a cunning diplomat warmonger, perhaps you could get soem "warmonger diplomatic traits", as irionic as that sounds. each class couold be based on decisions int he related field.
hell, we could even end up with dynamic civ2 like descriptions!!! Agressive Expansionist!
The most important fact, in my opinion, about this idea is the abstractness of it. The player should not have any direct control over it, ie, they can't say "i want +1 morale". they need to live up to their reputation they make in order to keep it.
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