The Culturemonger
1BC Civ Forums
1BC Civ Forums
Home       Members    FAQ   Links
Welcome Guest ( Login | Register )
        


«««123

The Culturemonger Expand / Collapse
Author
Message
10/14/2004 11:31 AM


Junkyard Dawg - Any questions?!

Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!

Last Seen:
7/1/2009 6:27 PM


Posts: 5,929
Visits: 16,025

I'm not so sure that is still a fact (keeping track of who built what roads) but I could be wrong. It doesn't impact cultural borders for me. But then, I too build culture up as quickly (and expediently) as possible.
10/14/2004 9:41 PM


sweetP

sweetP

Last Seen:
5/10/2009 7:42 PM


Posts: 4,829
Visits: 8,484

You know, I hate to say this, but I think a lot of such of Kanda"s theories upon abstract things are, well, nonsense. Borders expand based on a city's culture rating, and they expand straight outwards. Borders do not expand a certain way if so and so, and a different way if so and so. Who built what roads has no impact on anything. I often build my neighbor's rail network for him in preparation for an invasion. Does this mean that my borders will expand to include more of them?

Or do I just not get it? :confused:
10/14/2004 10:41 PM


Game slut

Game slut

Last Seen:
Yesterday @ 10:45 PM


Posts: 9,131
Visits: 11,087

I think if the culture ratio is dramatically different the roads won't make much difference, but if it is close, it CAN make a difference. Thus, by the time of rails, and everyone has local culture in the teens, a road won't make much diff, but with ancient and even in part medieval era, a road CAN induce a tile to turn sooner, contributing to a quicker flip.

At least that is my anecdotal observation!
10/15/2004 9:39 AM


Junkyard Dawg - Any questions?!

Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!

Last Seen:
7/1/2009 6:27 PM


Posts: 5,929
Visits: 16,025

I would agree with Scipio here. I think it might make a difference when determining (between two or more opposing civs cultural boundries) what the "shape" of the boundary will be as compared to the influence of surrounding towns, culture and territory.
10/15/2004 8:19 PM


sweetP

sweetP

Last Seen:
5/10/2009 7:42 PM


Posts: 4,829
Visits: 8,484

Ah, but you see, the cultural control of tiles are not influenced by such abstract things. Its all numbers, I tell you! This is how it works:

A city controls a tile if its cultural level causes the city's inflence to overlap that square. When two citys of a different culture claim the same tile, several factors are considered...
If the tile is DIRECTLY adjacent to the city, that closest city will always claim it, nomatter what the cultural strength of each city, unless BOTH cities are directly adjacent to it. In that case, the city with the highest culture controls the tile.
If the tile is within the WORKABLE radius (fat X) of a city, that city will always control that tile, unless the rival city is closer, as above. If both cities have that tile within the workable radius, the city with the highest culture controls the tile.
If the tile outside of the workable radius of BOTH cities, then whichever city has the highest culture automatically controls the tile.


Anyone care to back me up with this? Perhaps Kring knows of an article somewhere, and could provide a link to it?
10/19/2004 2:18 PM


Junkyard Dawg - Any questions?!

Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!

Last Seen:
7/1/2009 6:27 PM


Posts: 5,929
Visits: 16,025

That is correct, simplistically and accurately stated . I've seen the same thing written before. I was speaking more towards 3 or 4 opposing civs having cities close enough to overlap cultural borders and/or workable tiles. I've planted settlements in this way more than once for my cultural wars (which is every game - no matter the outcome/type of victory).

I've also planted a settlement right smack dab in the middle of another's territory (before they claimed it all) - and I mean 3 - 4 cities deep in their territory, completely surrounded by their culture. The growth of the cultural boundaries was definitely interesting in all cases and was never, always uniform. I was never able to convert all of their settlements back to "the border", but my one city ultimately "converted" three Roman towns/cities before the end of the game. That was long ago though, in the vanilla version - or maybe the beginning of PTW.

No matter whether it is roads that influence it or not, it is not just the culture of the settlement itself, but also that of the surrounding towns (if any) and the overall culture of the civs. In the case of the Roman scenario above, I had some pretty funky looking cultural borders - far from normal looking - especially on the side closest to their capital (which was several towns away). Although I've never tried to prove it, I'm inclined to think that culture grows in two ways:

1) Out from the capital and other cultural (Wonder) "areas"; and

2) Symmetrically from the towns, but (when "pressured" by other culture) more towards the capital.

3) When cultural boundaries "meet", cultural "pressure" is applied outward towards the opposing culture if, and only if, there is sufficient cultural pressure from the "core" or capital-area cities and cultural regions.

Here's what the last statement means in a little more detail. It's really two-fold.

Cultural Integrity - This is the meeting and interlocking of your own civ's culture generated by each city as it produces culture-generating buildings and the "pressure-fighting/resisting" ability of your civ and towns. All culture pushes out from your capital - as is evidenced when you first build your capital and it's infrastructure. From there, you expand by creating more cities which in turn "output" more culture. In this fashion, you expand your culture - outward. As your cultural boundary is filled in, the culture pushes towards the outer boundaries putting pressure on the "other" towns. Typically, higher cultural integrity is produced by building culture-producing buildings very early. Cities which are placed too far apart have a harder time (takes longer) for the cultures to meet and thusly influence each other. The same is true of early established regional centers. These regional centers are a cluster of cities which we started early in the game. Very early founded cities such as was generated by goody huts, etc. These may or may not have Wonders in them, but they do most of the time.

Cultural Pressure - This is the ability of your towns, regions and civ to withstand and/or overcome the culture of the other civ. The first part (integrity) describes the ability to withstand external pressure from another civ. Mainly, by building up your own culture. Fortunately, this works in another way as well. As you are building up your ability to withstand another cultural presence, you are also building the ability to produce your own pressure against them. ... and it all boils down to numbers ... pretty much. How much pressure you apply against the enemy is determined by how early you get culture producing improvements built. The early the better. The more, the merrier. Early is the biggest key since your culture producing improvements produce even more culture. Later, when you are expanding via "not-culture", building quickly (to retain) may be necessary.

(Hopefully, I didn't forget anything.)
10/20/2004 12:23 AM


Game slut

Game slut

Last Seen:
Yesterday @ 10:45 PM


Posts: 9,131
Visits: 11,087

If the tile is DIRECTLY adjacent to the city, that closest city will always claim it, nomatter what the cultural strength of each city, unless BOTH cities are directly adjacent to it.


This is not true Psweet. If a massively culturally influential city is close to other cities that have miniscule culture, the boundary will keep pushing back into the weaker cultures territory, progressively claiming more more tiles, and eventually cities themselves. It is when the AI manages to keep up in cultural development that the boundary does not shift much.
10/20/2004 4:37 PM


Notorious Thread Killer

Notorious Thread KillerNotorious Thread KillerNotorious Thread KillerNotorious Thread KillerNotorious Thread KillerNotorious Thread KillerNotorious Thread KillerNotorious Thread Killer

Last Seen:
12/19/2009 10:51 PM


Posts: 1,294
Visits: 1,755

I have to go with Scipio on this one. That city that I've mentioned that I'm crowding out has his boundary pushed all the way up to it's doors. He has a small strip of land and that's it. I can post a screen print of it tomorrow if you wish.
10/21/2004 8:30 PM


sweetP

sweetP

Last Seen:
5/10/2009 7:42 PM


Posts: 4,829
Visits: 8,484

I'm crowding out has his boundary pushed all the way up to it's doors. He has a small strip of land and that's it.


But the city directly adjacent to a tile WILL always control that tile...unless, as I said, the "other" city is also adjacent to that same tile. In other words, if the cities are two squares apart, then and only then will there be a city that does not have control of those tiles directly adjacent to it.

A screenshot would certainly help, Grish. I have had my capital of five wonders and all improvements sitting next to some idiot's size three town with NO CULTURE, and not only did that city not flip, but also, and more related to the topic, that city still controlled those tiles next to it.
« Prev Topic | Next Topic »

«««123

Reading This Topic Expand / Collapse
Active Users: 0 (0 guests, 0 members, 0 anonymous members)
No members currently viewing this topic.
Forum Moderators: Admin, Sean, Zone, Winner, maniacalmonkey, Comedy Dave, cleopatra143, RabiAkiva, mongoose201

Permissions Expand / Collapse

All times are GMT -5:00, Time now is 9:38am


Execution: 0.141. 11 queries. Compression Disabled.
© 2005 Take-Two Interactive Software and its subsidiaries. All rights reserved. Sid Meier's Civilization IV, Civ, Civilization, 2K Games, the 2K Games logo, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. Developed by Firaxis Games. Firaxis Games and the Firaxis Games logo are a registered trademark of Firaxis Games, Inc.

web stats