Introduction
Culture was a radical change to Civ 2 and has been hotly debated since its inception to Civ 3. The patches and subsequent Extension Packs modified the way culture flipping is hamdled and this has added to the interesting debate over this subject. Love it or hate it, it appears to be with us to stay. The following are suggestions of ways to improve the way it is handled in the game.
Summary
Appears many feel the Culture in Civ3 unbalanced the game for them , and was not strictly realistic. Others felt that whilst not realistic it added anothe feature to the game, rather than just straight conquests. What most people seem to want is some minor tweaks to the culture engine and to include other Culture impacts, such as capital losses etc.
The Ideas
1.0 Sacked Capital Causes Severe Problems
When a civ's capital is taken, there should be more ramifications. There should be a great chance that a city the civ owns that is close to culture flipping will do so on that turn. Also, if a civ completely conquered another civ, then the conquered civ can come back if the capital is sacked. So for example, if Rome is sacked, the outer territories they conquered like England and Egypt will become their own civ again, even if they were completely knocked out of the game.
2.Culture Groups
Europe, Africa, Middle East, Far East, America, Miscellaneous, Fantasy. Balance as much as possible. Have unique units to be shared within a Culture Group in addition to specific to individual Civs.
3.0 Fix culture!
Culture is a brilliant idea, but it was flawed in its implementation. Instead of being an absolute number, it should be a yearly production that compares with other countries. The basis number would be 0; if you are above average, your value will be more than 0, while if you are under average your cultural worth will be negative.
This way, we can avoid successful nations in the ancient age dominating for the rest of the game.
I mean, hieroglyphs were nice in the third millenium BC, Greek was neat at the time of Plato, French was à la mode and refined in the 19th century; but it took at most 75 years for English to overcome French as the most widespread international language. No culture has ever achieved the kind of perpetual supremacy that is possible in Civ3.
Wonders and cathedrals should produce lots of culture when they are built, and their influence should gradually decrease with time, not increase.
With a system like this, we could also link social engineering and culture. At any given time, values and morales supported by the most influential culture would slowly affect the views of other nations. This cultural intoxication would increase with the discovery of cinema, radio, TV, and computers. Dictatorships could also impose a cultural embargo against any nation... From now on, though, I'm leaving the rest to the game designers. The possibilities are endless.
4.0 Internal Cultural Variation
Let regions within an Empire develop their own cultural variations. Based on different landmasses, proximity to other civs, separation by isthmuses, or each city have its own cultural distinctiveness. Settlers give cities they build similar culture to city that built the settler. Possibility of regional differences rebelling to establish independence or join rival civ. Things to do to keep regions happy, keep them under control. Based on real groups or not. "Colonies" differ between each other more than homeland, differences increase with distance from capital.
5.0 Government impacts on culture
5.1 Nationalism Should impact culture ????
Conclusion
Thanks to the many differing opinions in the thread, I hope that many or at least some of our ideas are included. I beleive most are happy for culture to be left in game with an option for removing it from victory settings as is now. A few minor changes to adjust culture flipping and the game will be great. The biggest thing I think a lot didnt want to see continue, was the Culture as the Border. A more flexible system of agreeing borders with neighbours was suggested.
Respectfully Compiled -Rasputin
With special thanks to:
Culture was a radical change to Civ 2 and has been hotly debated since its inception to Civ 3. The patches and subsequent Extension Packs modified the way culture flipping is hamdled and this has added to the interesting debate over this subject. Love it or hate it, it appears to be with us to stay. The following are suggestions of ways to improve the way it is handled in the game.
Summary
Appears many feel the Culture in Civ3 unbalanced the game for them , and was not strictly realistic. Others felt that whilst not realistic it added anothe feature to the game, rather than just straight conquests. What most people seem to want is some minor tweaks to the culture engine and to include other Culture impacts, such as capital losses etc.
The Ideas
1.0 Sacked Capital Causes Severe Problems
When a civ's capital is taken, there should be more ramifications. There should be a great chance that a city the civ owns that is close to culture flipping will do so on that turn. Also, if a civ completely conquered another civ, then the conquered civ can come back if the capital is sacked. So for example, if Rome is sacked, the outer territories they conquered like England and Egypt will become their own civ again, even if they were completely knocked out of the game.
2.Culture Groups
Europe, Africa, Middle East, Far East, America, Miscellaneous, Fantasy. Balance as much as possible. Have unique units to be shared within a Culture Group in addition to specific to individual Civs.
3.0 Fix culture!
Culture is a brilliant idea, but it was flawed in its implementation. Instead of being an absolute number, it should be a yearly production that compares with other countries. The basis number would be 0; if you are above average, your value will be more than 0, while if you are under average your cultural worth will be negative.
This way, we can avoid successful nations in the ancient age dominating for the rest of the game.
I mean, hieroglyphs were nice in the third millenium BC, Greek was neat at the time of Plato, French was à la mode and refined in the 19th century; but it took at most 75 years for English to overcome French as the most widespread international language. No culture has ever achieved the kind of perpetual supremacy that is possible in Civ3.
Wonders and cathedrals should produce lots of culture when they are built, and their influence should gradually decrease with time, not increase.
With a system like this, we could also link social engineering and culture. At any given time, values and morales supported by the most influential culture would slowly affect the views of other nations. This cultural intoxication would increase with the discovery of cinema, radio, TV, and computers. Dictatorships could also impose a cultural embargo against any nation... From now on, though, I'm leaving the rest to the game designers. The possibilities are endless.
4.0 Internal Cultural Variation
Let regions within an Empire develop their own cultural variations. Based on different landmasses, proximity to other civs, separation by isthmuses, or each city have its own cultural distinctiveness. Settlers give cities they build similar culture to city that built the settler. Possibility of regional differences rebelling to establish independence or join rival civ. Things to do to keep regions happy, keep them under control. Based on real groups or not. "Colonies" differ between each other more than homeland, differences increase with distance from capital.
5.0 Government impacts on culture
5.1 Nationalism Should impact culture ????
Conclusion
Thanks to the many differing opinions in the thread, I hope that many or at least some of our ideas are included. I beleive most are happy for culture to be left in game with an option for removing it from victory settings as is now. A few minor changes to adjust culture flipping and the game will be great. The biggest thing I think a lot didnt want to see continue, was the Culture as the Border. A more flexible system of agreeing borders with neighbours was suggested.
Respectfully Compiled -Rasputin
With special thanks to:
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