Pedrunn: What's the point? that is completely different from Civ3. You are in essence eliminating Culture Groups.
Culture Groups and Landmasses
If all playable civs on one landmass are of one Culture Group, all nonplayer civs on the same landmass also belong to that Culture Group. If all playable civs in a game are of the same Culture Group, there could be nonplayer civs of other Culture Groups on landmasses with no playable civs.
Culture and Roads
Have culture travel faster along roads. Let culture eventually travel as far as a road goes until it meets another civ's culture. Let culture travel faster in tiles immediately adjacent to roads than otherwise.
Culture and World Size
If you are on a very large world with few rivals, let culture travel faster.
Borders
Let borders work a little more like in SMAC.
Arch Enemies
If there are varying levels of Culture Groups, such as micro and maybe two larger levels, let civs of the same Micro culture group be more likely to be arch enemies.
Culture Groups and Landmasses
If all playable civs on one landmass are of one Culture Group, all nonplayer civs on the same landmass also belong to that Culture Group. If all playable civs in a game are of the same Culture Group, there could be nonplayer civs of other Culture Groups on landmasses with no playable civs.
Culture and Roads
Have culture travel faster along roads. Let culture eventually travel as far as a road goes until it meets another civ's culture. Let culture travel faster in tiles immediately adjacent to roads than otherwise.
Culture and World Size
If you are on a very large world with few rivals, let culture travel faster.
Borders
Let borders work a little more like in SMAC.
Arch Enemies
If there are varying levels of Culture Groups, such as micro and maybe two larger levels, let civs of the same Micro culture group be more likely to be arch enemies.
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