Culture

Started by Names are for the Weak, May 26, 2017, 01:43:34 AM

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Names are for the Weak

I had an idea for this game: Cultures! Here's how it would work. Basically, everybody is assigned a culture based upon what faction they're from. It cannot be changed, no matter what. This can affect the moods of the colonists, their opinion of others, their traits, etc. For the sake of example, let's say that in the culture one pawn is from, it's wrong to kill dromedaries. Therefore, they will get a mood debuff whenever they kill a dromedary, and when someone else kills a dromedary, they dislike them more by x amount. (The extent of the mood debuff and opinion lowering is procedurally generated.) In addition, certain traits can have a weighted chance of appearing in a certain culture. For example, a raider gang called The Teeth of Hammers might have 70% of its members be gay. You could insert any other trait as well. In addition, people could make cultures like they make scenarios, and share them on the Steam workshop. They could also pay money to have their culture appear in other people's games, as well. What do you think of this idea?

O Negative

I think it's a neat idea. Might work better as a trait, or something. I'm not sure how people feel about something like this being an unchangeable attribute. My own personal culture has changed dramatically over my life :P

Just my two cents :P

RyanRim

Yes, our endless hope towards culture and religion update...

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Circledline

#3
It's a pretty good idea, but what about skills and passions? I like to imagine in a society where smokeleaf and hops are their entire economy that their culture is based around the abundance of said items and thus someone from said culture may have a passion or an inherent knack for it. Of course this would lead to joy for someone following in their cultures footsteps, and can even lead to a trait where the pawn is neglecting of their own culture and has their passions set elsewhere like in hunting instead of growing or researching instead of crafting.

It would be cool to see a glitterworld rebel come to the planet wanting to shape it their own way so instead of being a subservient colonist, they instead lead the colony with their higher social skill but their weakened fighting and so on. It would give more depth to the characters than stories because coming from different cultures can give pawns more traits than just "disgruntled war vet who can only fight" and instead give them the ability to cook or do art or grow because they had an interest in these things before going to war.

Edit: I just learned Ambrosia is the Greek name for the food of the gods. Would be interesting to see Ambrosia addicts building Greek societies with higher focus on research and art.

Harold3456

Cool idea. I don't know how it will get implemented into the vanilla game, but at least adding space for it in the game's code could give scenario makers the reins to go crazy. There are already dozens of custom-made factions in the Workshops, enough that you could populate a whole game with only custom factions, and this would allow modders to give the factions more personality.