Announcement

Collapse
No announcement yet.

Civilization 4: Culture

Collapse
X
Collapse

  • Civilization 4: Culture

    Besides Food, Production and Gold, your Cities can collect something else: Culture. Culture in Civilization IV is generated somewhat differently than in the game's predecessor: the Culture tax slider and the number of Artists in a City determine the base amount of Culture that it generates. Some Wonders add to it as well, but some other Buildings, Wonders (e.g. National Epic) and Civics (e.g. Nationhood) act as multipliers for this base value. Great People can also boost the culture value of a City. Culture has three main effects on gameplay. The most straightforward is that it helps you to accomplish a Cultural Victory: if you manage to get three Cities over 100,000 Culture, you win the game.

    Cultural borders right up to the gates of AgadeAnother advantage that comes with Culture is Borders. Without Culture, the Borders of your empire extend only one tile around each City. But when the Culture value of a City reaches a certain threshold, the Borders expand. When they reach the next threshold, they expand again. Rinse and repeat, eventually connecting all your Cities into one large empire. This has a number of advantages: it allows your Units to move freely and it blocks all enemy Units (including Settlers and Missionaries) from moving near your Cities (unless they declare war or sign an Open Borders treaty) or at least slows them down (when at war). When used near chokepoints, this can be used to cut opponents off from entire subcontinents. Resources also need to fall inside your borders in order for you to be able to claim them, as do the tiles that a City can work.

    When the Borders of two rival Cities clash, the City with the strongest Culture wins and when strong enough can eventually 'beat back' the opponent's Borders and even completely enveloped the culturally weaker City [see image] -- something that was not possible in Civ3 where you were always guaranteed a certain minimum amount of territory around your Cities. In Civilization IV it's even possible to completely surround a City with another Civ's Borders, creating a San Marino or Monaco-like enclave. City flipping from Civ3 still exists but has been toned down: as Borders expand close to rival Cities, the Citizens in that City will become more and more unhappy -- they want to join the more cultured Civilization. Eventually the City will revolt for a few turns. If this happens twice, a City will split off from the original owner and join the culturally dominant Civilization. This means that players have ample warning and time to act to prevent these flips from happening. But often it doesn't even come this far, as these Cities become so inefficient to maintain and such a burden for the owner that (s)he would be better off giving it away through diplomacy. Combined with Great Artists, which can give a large one-time Culture bonus (4,000 points), this can be a potent strategy and a viable way of 'peaceful' conquest (though of course it could anger a player into declaring war).

    The third advantage of Culture is that it strengthens a City's defenses. In Civ3 bigger Cities got bigger defense bonuses, in Civ4 this is no longer the case: now more cultural Cities gets a bigger bonus instead. This rewards players who focus on cultural development rather than solely on growth. It also makes it more difficult to defend recently conquered Cities: once a City is conquered, the Culture value is reset to zero and any cultural defense bonus it might have had is gone. This makes it much more vulnerable to (re)capture, so players will have to invest more if they want to keep their conquests.

      Posting comments is disabled.

    Article Tags

    Collapse

    Latest Articles

    Collapse

    • Civilization 4: Gameplay Concepts Introduction
      Martin Gühmann

      The basic gameplay concept of Civilization IV is the same as that in all other Civ-like games: you take charge as the leader of a band of wandering people and set out to found an an empire of cities, armies and scientists with as goal to eventually rule the world. Compared to Civ3, Civilization IV will introduce some new concepts, such as Religion and Great People, change some existing ones, such as combat and technology, and leave others pretty much the same, such as diplomacy and Wonders. Civlization IV...

      August 9, 2012, 15:54
    • Civilization 4: Overall Design
      Martin Gühmann

      Civilization IV is part of the Civilization franchise, and a franchise can usually only be successful if it makes conservatively changes between iterations. So Civ4 is not extremely different from Civ3 -- it will be a conservative sequel. According to Soren Johnson, a good rule of thumb for a franchise is "1/3 old, 1/3 improved, 1/3 new". He believes that the best way to improve on Civ3 is to choose a focus and really improve the game in only a single (or a few) area(s), rather than trying to change a little bit of everything. That doesn't mean that Civ4 will play the same as Civ3, while the essence of previous games has remained, many details have changed and the step from Civ3 to Civ4 is the biggest and most ambitious one the series has made to date.

      ...
      August 9, 2012, 15:51
    • Civilization 4: Combat
      Martin Gühmann
      Barry Caudill, Civilization IV Senior Producer on Promotions In Civ III, unit promotions involved rising in level from green to veteran to elite and each level added a hit point and a small combat bonus. For Civ IV, we decided to build on this system and make promotions much more intricate and customizable by allowing players to choose from over 20 different bonus types (many with multiple levels, for a total of over 40 available promotions). The numbers and types of available bonuses differ per unit type and only land and sea military units can acquire them (air units are different). Here’s how it works: Units can gain experience points in several ways. Successful combat is the primary means (note: you get more points from attacking than you do from defending) and the units must be victorious in a unit-to-unit combat, therefore there are no XPs (experience points) from bombarding fortifications or if the opposing unit withdraws. Units can also gain experience from a Barracks (land units), a Drydock (sea units) or a goody hut. In addition, some wonders, civic choices, and leader traits can give units extra experience or even certain promotions. As you might expect, the first promotion comes rather quickly, while each subsequent promotion requires more XP. The promotions take on many different forms. Some are simple like Combat (5 levels), which gives progressive strength bonuses with some extra healing at the top levels, or City Raider/City Garrison which gives the unit bonuses only when attacking/defending a city. Others give bonuses against a certain type of unit. F...
      August 9, 2012, 15:49
    • Civilization 4: Diplomacy and Espionage
      Martin Gühmann
      Diplomacy The final type of global activity that takes place in Civilization IV is diplomacy: as leader of your empire, you can sit down with the leaders of other empires and exchange technologies, trade resources or sign treaties. Diplomacy works pretty much the same as in Civ3: When you first encounter a civ, its leader is added to the list of known contacts (visible in the bottom-right of the screen). At this point you can always contact him/her for one of three actions: negotiate a new deal, declare war, or view (and renegotiate) existing deals [see image on the right]. When negotiating a new deal, or renegotiating an old one, you're taken to a negotation table [see image below]. There you can negotiate a composite deal that is as complex as you'd like: you can offer Gold for an Advance, a City for a World Map, two Resources and an Advance. You can exchange a Resource for an amount of Gold per turn, sign an Open Borders treaty so your Units can pass through each other's territory, demand a City lest you declare war, etc. You can ask a player to declare war wi...
      August 9, 2012, 15:48
    • Civilization 4: Technology
      Martin Gühmann

      Besides sliders and Civics, research is another thing that happens on a global level in Civilization IV. All the Research Points, or Beakers, that every City collects are put together and used to research Advances. These Advances enable new options for the player, such as new Units, Buildings, Civics, Religions, etc and also open the way to new Advances. As such they move game forwards, from Stone Age to Space Age: the technology tree, which determines the relationships between the Advances and what new options each Advance enables, forms the backbone of the entire game. Once the whole tech tree has been researched, a player still has so-called Future Technologies to pursue: each of these gives a bonus to both Health and Happiness.

      ...
      August 9, 2012, 15:46
    • Civilization 4: Civics & Global Policies
      Martin Gühmann
      Barry Caudill, Civilization IV Senior Producer on Civics Choosing your government has been an interesting part of playing Civilization since the original. In Civ IV, our team at Firaxis has really ramped up this feature and given players many more choices, which bring with them a whole new set of interesting decisions to make and strategies to employ. The new Civics system will allow players to customize their government to fit their current situation and style of play. In the game, when you first open the Civics page you will see 25 options divided into 5 categories. The categories are: government, legal, labor, economy, and religion. Initially, you will be limited to the lowest levels for each (making you a barbaric, decentralized despotism with tribal labor and practicing paganism), but you will unlock more of the choices based on your research. Changing to new Civic forms will have a dramatic effect on the character and success of your civilization. You’ll be able to boost or cut productivity, wealth, and happiness, make ch...
      August 9, 2012, 15:44
    Working...
    X