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Re: [Human-beings-discuss] civ3, cultural influence, and balance human d
From: |
Guillaume Cottenceau |
Subject: |
Re: [Human-beings-discuss] civ3, cultural influence, and balance human development and war |
Date: |
19 Apr 2002 13:20:08 +0200 |
User-agent: |
Gnus/5.09 (Gnus v5.9.0) Emacs/21.2 |
Guillaume Cottenceau <address@hidden> writes:
> It seems that they now have the notion of "cultural influence",
> where some cities of a given civilization can be lost if another
> civilization's cultural influence extend (geographically) over
> them;
After looking in the actual manual, there seems to be two
concrete good ideas to get from "culture":
- you need culture to have consistency across your civilization
when it's large (a bit like "corruption" in Civ); if not, we an
imagine that cities far away from capital city would
secessionate from central power
- when you militarily conquer another city, if the culture was
very important there, it's unstable and unproductive (because
there is a rebel activity)
Now it brings the second problem: which size of cities and which
size of map to have. Since I wanted a bit of SimCity-like self
organization in cities, I've stated in
http://www.freesoftware.fsf.org/human-beings/mission_statements.html
that:
1. Simulating one large city on the map (or 2/3 cities), rather
than many small cities, is interesting because then you can
finely tune the insides of the city (like in SimCity but a bit
simpler).
So this fact prevents from having too many cities on the map, and
so the problem of cultural influence and conquest of cities
becomes more problematic.
--
Guillaume Cottenceau - http://people.mandrakesoft.com/~gc/