 |
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:14
|
|
Culture is going to be one of the corner stones that either justifies the statement "civ3 will provide the greatest civ experiance ever" or that will make it seem blindly misguided
the idea of culture is a rather good idea, and it can have many practical applications, from being the glue that holds an empire together, to being another factor in the decline of a civ that over extended itself, culture could defeat ICS and it could also make world conquest almost impossible
however from what we have heard about culture there seems to be one fatal flaw...
that flaw is no sacrifices have to be made to establish a dominant culture
case in point, the example presented by firaxis is that a player builds libraries to enhance their culture...that is fine, except most players are going to build libraries reguardless of what influence culture has on the game...it doesn't change current build orders taken directly from civ2
it seems that culture has just been tacked onto civ3 with some really good thoughts going into the original idea, but the application and execution of that idea appears less than perfect
for culture to become a strategy of its own there needs to be specific buildings that only contribute to culture. in civ2 libraries didn't contribute to both gold and science, factories didn't contribute to both production and gold, and in civ3 museums shouldn't contribute to both culture and gold...culture needs to have a currency of it's own if it is to standout as a viable alternative strategy
there should be an entire range of culture specific buildings throughout the ages, (forums in the ancient era, opera houses in the industrial era, movie theaters/museums in the modern era for example)
there should also be a culture specific specialist
entertainers creates luxeries
tax collectors create gold
scientists create science
and
artistist create culture
the reason that there should be building that only create culture is that a player adopting culture as one of their main strategies should have to focus resources in that area...if every happiness and science structure creates culture then culture does little to change the strategy of civ3, and players adopting the "i won't attack till i have flight" are going to benefit from this
making culture a completely seperate area will force both chariot rushers and fighter pilots to divert resources into culture, and it could slow down some of the more questionable aspects of the civilization series like super early game landings on alpha centauri
i wouldn't mind at all if libraries and courthouses added to culture but those structures alone shouldn't be the primary way of enhancing culture, Star Wars is part of american (global?) culture but although it is set in space it has little to science (maybe the science of digital editing but that's about it)...the mona lisa or the odyssey has little to do with either science or the economy, but they are some of the most recognizable aspects of culture we have
culture needs more seperation from science, gold, production, military, and happiness structures...it also needs its own specialist and it have be a strong force in the game...if you neglect culture it should have dire consequences
what do you think of this?
|
|
|  |
 |
|
Rommel393
|
|
I also think some buildings should add more to culture than other ones. There should also be purely culture pumping improvements. But when you think about it all the culture increasing improvements also increase something else. A park system is an idea I thought of that could increase culture. But wouldn't that also make people happy? Maybe the culture increasing structures could also improve other areas but be very costly to kind of even the game out for all the strategies.
Firaxis sure has a job laid out for them.....
|
|
|  |
 |
|
To_Serve_Man
|
 |
Albany, NY, USA
Apr 1999 time: 00:14
|
|
quote: Originally posted by korn469
case in point, the example presented by firaxis is that a player builds libraries to enhance their culture...that is fine, except most players are going to build libraries reguardless of what influence culture has on the game...it doesn't change current build orders taken directly from civ2
it seems that culture has just been tacked onto civ3 with some really good thoughts going into the original idea, but the application and execution of that idea appears less than perfect
|
Well, there are other factors and new gameplay additions that need to be looked at as well when examining culture. You state that having culture producing buildings likethe library are build regardless of the fact that it produces culture. I agree with the idea of adding new city improvements that are like the market place, but increase culture aswell as new culture only buildings/artistan population guy. However. I also feel that the addition of the new Resource system will add to the importance of culture. First, one must decide if its worth building a settler (for a new city) and worker (for a colony) or build a culture building to expand the borders. This is the first area were the building phase will reflect a players position. By expanding your culture, you must sacrifice unit production and city expantion from settlers. The pros of that though is your border expands, which is some what like creating cities. The other thing culture can do is.. from what I have read, engulf another players area. So, for a player to have a strong Cultural strategy, they can have big bargaining rights over other teams, which is very important.
|
|
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:14
|
|
quote: First, one must decide if its worth building a settler (for a new city) and worker (for a colony) or build a culture building to expand the borders. This is the first area were the building phase will reflect a players position. By expanding your culture, you must sacrifice unit production and city expantion from settlers. |
early on in the game there is only one reason to expand your borders and that is so you can secure resources that are close by...if you start the game beside of another civ, if they are smart they are not going to say, "hey i can engulf this civ beside of me inside of my borders! halt production on the chariots! start building a library ASAP!" cultural borders will not engulf your enimes early on, unless a single library could make your borders rapidly grow and surround your enemy then make his cities switch sides...and i don't think it will happen like that
also unless borders spread fairly rapidly, then i would say it would be much quicker just building a worker who would connect you to the resource and then build a colony...a worker will probably take like two rows of shields and a pop point...a temple will probably take four rows of shields, and a library will probably take eight rows of shields...to use a resource not only does it have to fall inside of your borders, it also has to be connected by road, so besides building culture buildings early on you will have to build workers to claim special resources and probably early on colonies will be the most effective way of securing special resources
this means that temples and libraries aren't motivated by the need to "build more culture" as your astute advisor would tell you...they are motivated by the same reasons in civ2, you will build a temple to pacify your population, you will build a library to increase your research ability
what i am saying is that culture needs a few buildings of its own, by having culture buildings this forces the player to make a real decision, no longer are there only two roads (militaristic ICS, or perfectionistic research slavery) then culture becomes its own path, and this is where strategy is involved...basically no resources are diverted from the perfectionistic research game, culture is just an added bonus to those who want to quickly aquire tech...culture is impassive and requires no strategy...what kind of choice is, should i build a library to increase science and culture or should i build a library to increase science and culture? a real choice would be should i build a library to increase science (with a small cultural benefit) or should i build a museum to increase culture?
i'm not sure what the late/mid game effects of culture are going to be yet, there just isn't enough information available to know exactly how it is going to effect the game
|
|
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:14
|
|
LaRusso
quote: but then again perhaps culture values are only put into a relative prospective and then a coeficient of sorts (my culture vs. your culture) is used for various computations when it comes to borders, co-existence, etc |
i think you have described exactly how border disputes are going to work in civ3
this is a quote from the civfanatics site
quote: Peaceful assimilation of enemy cities: When the sphere of influence increases and borders expand to a point that they're encroaching on enemy territory, a number of factors come into play that determine how the border cities react to the presence of a new culture. If a border city of the opposing culture has very few cultural points, there's a strong chance that it will be assimilated into the dominant culture as the game progresses, eliminating the need for a military force to move in and conquer it.
Every population point that gets built in Civilization III has a nationality. If you're France, every person that's born in one of your cities is French, and they have cultural ties to France. |
i think in civ3 that a strong culture will convert citizens from one nationality to another, so lets say you i build a base on the edge of your borders beside one of your large cities, my little one population base (especially if it is outside of the rest of my borders) will undergo a total conversion...my one citizen will change nationality and will revolt and become part of your empire...whereas if my city had of had a stronger culture and you conquered it then it could present occupation headaches for you
recurve
i don't exactly understand what you mean
quote: In 100BC you possibly would cripple a town by torching the local temple. But if you flattened Canterbury Cathedral during the middle-ages you'd turn your enemy into a nation of crusaders. In effect, you'd be doing a tyrant a great favour! | can you please explain what you mean in greater detail?
One More Turn!
i don't think the citizens will make demands upon you, besides keeping them happy...that sounds more like something found in tropico (its a great game you should try it if you haven't already) but i don't think it will fit in civ
my point is that with the information currently available, culture doesn't sound like it will be an active strategy that you pursue and devote resources too...it sounds if you follow the perfectionist strategy of building up happiness building and science building that this will take care of culture for you, so if you are trying to go for a quick victory by flying to alpha centauri culture is just an added benefit for you
what i am suggesting is that since culture is so potentially powerful that it shouldn't just be an added bonus to the quick research strategy...i feel that for your civ to be the best at it should have to devote resources to culture...culture should have an oppertunity cost in civ3, and with current information it sounds like it doesn't...that is what i would like to see, that you have to actively pursue a culture strategy
|
|
|  |
 |
|
Dan Magaha FIRAXIS
|
 |
The Metropolis known as Hunt Valley
Mar 2000 time: 00:14
|
|
Just FYI, there really *is* an opportunity cost involved in persuing a "cultural" strategy. A lot of city improvements don't contribute anything to your culture -- granaries, barracks, city walls, and so on. The palace and the temple are the first two city buildings that contribute to culture. If you decide to go after a cultural strategy you have to make some sacrifices, and don't forget the earlier you invest in culture-producing buildings, the more culture you reap from them each turn. This gives you some interesting choices to make.
In the early stages of the game, for example, should you build a barracks first, or go for the temple? Without a temple, your culture will be based solely on the age of your palace, and you get very little from the palace. So if you go for the temple, you are taking a chance that you can defend yourself with whatever less skilled defenders you have. If you go for the barracks, you miss out on a bunch of turns' worth of culture that a temple could be generating for you.
I've played games where I employed cultural tactics and was able to assimilate some enemy border cities by spending a lot of shields putting wonders and culture-producing buildings into cities, but as a result I had a relatively weak military and had to resort to diplomacy to keep me out of war situations. This often meant I had to submit to tribute demands from civs that were militarily more powerful. I've also played games where I eschewed culture in favor of military stockpiling, but as a result my borders rarely expanded very far, and as a result I couldn't reach resources I needed. I subsequently had to rely on colonies to help me reach resources, which is always a riskier strategy than keeping your resources inside your borders.
And to answer your next question the new Civ site is almost done.
Dan
Firaxis Games, Inc.
|
|
|  |
 |
|  |
 |
|
Warm Beer
|
 |
The Evergreen State
Jul 1999 time: 21:14
|
|
Another thought on culture and nationality: say you are playing the culturally strong French I am an playing the culturally weak Germans (for the sake of arguement) and we find ourselves with a common border. As a result of your higher culture rating, you convert a small border city or two earlier in the game. If those citizens of those aquired cities remain German, that could make an interesting situation in the future of the game.
Let's suppose I am not disposed at attacking you for one reason or another (your high culture may bring added diplo-benefits, so you have a good alliance and I have none...) so, I decide to get in to a "culture war" with you. I build a coulpa more wonders than you and get those temples up.
Now an interesting thing could happen- those cities you took earlier in the game are still "German" and still have some cultural ties to me, they see the improved culture and think "Wine and cheeze is getting old, hear the Germans have some great beer, now-a-days" or whatever. While I still can't rival your culture, your French cities are staying French, but those old German ones may want to rejoin the Fatherland.
Of course, if they become French as a result of the "cultural conversion" all this is a moot point (besides, that does make sense), but if they remain German ...
Which brings up another question: If you have a city of another nationality and it grows under your dominion, are those new citizens (let's use the same example) German or French?
|
|
|  |
 |
|
TINOMan
|
|
Alberta
Mar 2001 time: 00:14
|
|
well, culture should have a very important role in civ3, because it'll add a new dimension to the civ series. However, if it's gonna be done right and work properly to the point where it influences how people play the game, I have some ideas on how this can be done.
You can't set amounts of culture gained from certain buildings.
The amount of culture that a building adds/decreases should be decided on:
- The relationship between the building and your civilization
- The relationship with the time
- The relationship with the current culture (what's their take on the building?)
- The relationship to how you (the player) has been playing the game. Depending on what you've done in the past, it should change.
|
|
|  |
 |
|
Father Beast
|
 |
My head stuck permanently in my civ
Feb 2000 time: 22:15
|
|
quote: Originally posted by Provost Harrison
As you can tell, in terms of culture, the earlier you get started the better in terms of expanding your culture. But conversely, landgrab seems to be important in grabbing those resources and building up military power. So again, you do have a balancing act. Which is a good thing. Opportunity cost. |
The balance in this thing seems to be that the landgrab is not doing you much good if you can't get the resources you need. You can still get them, but at the cost of building workers, and when you're using colonies to get your resources, you always run the risk of your colonies being swallowed by some culturally enlightened civ.
I guess you can always go to war with them, but then have to reestablish your colony and other headaches.
I wonder if they will implement the idea I had that culture dictates how often leaders will show up to help you. low culture, less leaders, less stacked armies. get trounced by the stacked armies of the cultural elite.
I personally disagree with the idea of buildings that only produce culture. I think it should just be an added incentive to certain already existent buildings. personally.
Korn-
is that a picture of Al in between the t and e in your avatar?
|
|
|  |
 |
|
LaRusso
|
 |
appendix of Europe
May 2001 time: 06:15
|
|
hm
it seems to me that, as presented, cultural option might be less 'controllable' than a military one. that is, the more culture, the bigger empire, even without my control, unless i want to stagnate. that is, i cannot 'project' culture towards someone, it just evenly spreads. whereas, i can direct my military attacks with precision.
this would make cultural expansion much less attractive if it could seriously impair diplo relations. unless, of course, there is something we do not know.
|
|
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|