!Tilly!
Aware
i love scifi stuff but im too stupid to take part lel
Posts: 145
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Post by !Tilly! on Jul 30, 2015 2:42:56 GMT
So I was wondering how Thrive plans to handle the whole 'developing a legitimate culture'. I'm actually really interested in that. (Warning: Ideas Ahead!)
I was thinking that, in the early-earliest of civilizations, it would depend on how your Packs work.
Let's say you function like a wolf pack. Parents are the undisputed leaders, with the babes sitting behind them. Sons disperse more often than daughters and remaining members tend to their younger siblings over the years.
In theory this would make for an extremely family-centered society. Perhaps each "Clan" is based on family, and adoptions only occur between (for example) daughters pairing off with unrelated males.
Over time this would work out toward family lives that are generally extremely closeknit and only adopt under special circumstances. The basic Government would, too, be a family - essentially a sort of modified Dynasty of sorts.
That's just a thought though. Most likely how my civs would be in Thrive to be honest >3>
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Post by mitobox on Jul 30, 2015 14:33:08 GMT
Apparently, there's going to be a "Religion Editor" for your civilization. You can create your religion's symbol and how many gods (if you choose to involve any) you have, maybe even make a whole pantheon. I suppose this would also pave the way to a Theocracy, although I don't know exactly how those work. Come to think of it, everything that happens to your civilization up to a point is their history, which counts as their culture. There could be generated monuments/temples with illustrations or other records of important events (like the domesticating an animal), complete with exaggerations.
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Post by iaintevenmad884 on Jul 30, 2015 15:33:09 GMT
and also anatomy and behavior is culture. carnivores will have a culture that includes consumption of meats and eventually certain dishes, and whatever the behavior of your animal is will make up a part of culture. for example, hive animals would live in huge groups that typically don't tend to like each other. also, clothing is a part of culture, so if you wear animal pelts, that is culture, comparable to ponchos in Mexican culture.
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Post by Moopli on Aug 6, 2015 21:02:15 GMT
> Apparently, there's going to be a "Religion Editor" for your civilization
Idk about that, we've explicitly disavowed many of the overly-specific details of later stages simply because we would need to reconsider them in toto once we get there. Feel free to speculate!
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Post by elementalred on Aug 16, 2015 13:16:51 GMT
I wonder if civilizations would be generated like this: link (at least on some aspects...)
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Post by alohameanshello on Sept 5, 2016 15:23:10 GMT
Has anyone ever played EUIV? I think that culture should not be one but several factors. If you conquer a nation you must either integrate or eradicate their culture. Here are just a few ideas for how culture can be refined.
-Language -Architecture -Nationality
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Post by ATP Kraken on Sept 5, 2016 15:48:04 GMT
There could be a diplomatic boost for similar cultures. Peaceful, bordering nations will exchange cultures over time.
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Post by Moopli on Sept 6, 2016 20:09:43 GMT
Right now, we're thinking that much of 'culture' would be very abstract -- just a value that we use to compare different cultures to see how similar they are. We could use this for things like politeness standards and material culture, but there are also factors of culture which have more wide effects, and I'm not sure how we'd handle those. Perhaps we'd have parts of the culture code map to various different toggles on civilization behaviour/structure.
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Post by Mouthwash on Sept 17, 2016 12:50:31 GMT
I wonder if civilizations would be generated like this: link (at least on some aspects...) The religion editor is pretty awesome too. Right now, we're thinking that much of 'culture' would be very abstract -- just a value that we use to compare different cultures to see how similar they are. We could use this for things like politeness standards and material culture, but there are also factors of culture which have more wide effects, and I'm not sure how we'd handle those. Perhaps we'd have parts of the culture code map to various different toggles on civilization behaviour/structure. Why not use an ethos system, like Stellaris? Theirs seems almost perfect for a game like this.
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Post by alohameanshello on Sept 17, 2016 16:31:06 GMT
I wonder if civilizations would be generated like this: link (at least on some aspects...) The religion editor is pretty awesome too. Right now, we're thinking that much of 'culture' would be very abstract -- just a value that we use to compare different cultures to see how similar they are. We could use this for things like politeness standards and material culture, but there are also factors of culture which have more wide effects, and I'm not sure how we'd handle those. Perhaps we'd have parts of the culture code map to various different toggles on civilization behaviour/structure. Why not use an ethos system, like Stellaris? Theirs seems almost perfect for a game like this. I just got Civ V on steam yesterday and I love how culture is used as a currency to purchase upgrades for your civilization. Culture points could be used to upgrade infrastructure, military, industry, foreign relations, etc
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Post by Moopli on Sept 17, 2016 17:55:10 GMT
> ethos system, like Stellaris
That is what I'm leaning towards, can't speak for everyone but I think we all like the idea.
> I love how culture is ...
You love it, I hate it. Why would artistic expression magically lead to better industrial processes, etc? I would think that the cause and effect would be more reasonable in reverse -- innovation and development would lead to wealth which would express itself through the funding of art.
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Post by ATP Kraken on Sept 17, 2016 23:23:02 GMT
What I'd like to see is key tenets to a culture, like the 10? archetypes from Spore, which sorta had key tenets for trade and diplomacy: Trader: Trade Warrior: Combat Shaman: Spiritual Harmony Diplomat: Allying everyone Et cetera. We've all played it.
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Post by Mouthwash on Sept 18, 2016 6:49:15 GMT
What I'd like to see is key tenets to a culture, like the 10? archetypes from Spore, which sorta had key tenets for trade and diplomacy: Trader: Trade Warrior: Combat Shaman: Spiritual Harmony Diplomat: Allying everyone Et cetera. We've all played it. Stellaris does have those. The ethos system is what determines them (as well as provide an ideology simulator for pops) and it's a lot more interesting than Spore's 'consequences.'
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Post by ja1cob on Sept 19, 2016 1:57:48 GMT
You love it, I hate it. Why would artistic expression magically lead to better industrial processes, etc? I would think that the cause and effect would be more reasonable in reverse -- innovation and development would lead to wealth which would express itself through the funding of art. I agree.
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Post by alohameanshello on Sept 21, 2016 2:52:51 GMT
> ethos system, like Stellaris That is what I'm leaning towards, can't speak for everyone but I think we all like the idea. > I love how culture is ... You love it, I hate it. Why would artistic expression magically lead to better industrial processes, etc? I would think that the cause and effect would be more reasonable in reverse -- innovation and development would lead to wealth which would express itself through the funding of art. Culture wouldn't be used to purchase commodities but develop your society (think "unlocking" Renaissance, enlightenment, secularism, etc) and then using this research to unlock new tools and units which can be built or purchased.
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Post by ATP Kraken on Oct 1, 2016 0:01:09 GMT
Well, a tech tree that uses "science points to upgrade" was part of the original concept, then my interpretation would be to click on a newly researched tech to "invent" it in the Tech Editor.
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Post by ja1cob on Oct 1, 2016 0:35:59 GMT
I'm pretty sure the plan is to split the RP between different topics, so points you spend in science are different than points you spend in commerce research.
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Post by Moopli on Oct 3, 2016 18:59:00 GMT
The plan for research is not to give the player control over research points at all. Indeed, rather than research which generates generic points that can be spent towards any technologies, or even special pools of points, we plan to have research and development happen implicitly, modelled to scale in effectiveness with the ability for ideas to be originated by people, spread, compete for which is best, and be implemented.
There would be cases where you as the controller of your nation can decide the focus of your researchers, whether by directions to scientists on government payroll, or through a focused grant program, or through bestowing royal favour on specific luminaries. And there would be things you can do to create a better market for the competition of ideas, and to create conditions where more people could come up with useful ideas, and so on. But these are all policies a step removed from research itself.
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bur
Multicellular
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Post by bur on Oct 9, 2016 1:29:43 GMT
That sounds awesome. The last thing I'd want is a Civilization system where you just choose research in a techtree. I'm sure there will be some sort of tech-tree or some hierarchy where some things are required by others, but you should be able to advance significantly in one area while being still very backwards in others, depending on the conditions that exist in your society.
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