diff --git a/Culture-types.md b/Culture-types.md index 80e5748..ba5b174 100644 --- a/Culture-types.md +++ b/Culture-types.md @@ -1 +1,59 @@ -This page is not yet ready... Sorry. \ No newline at end of file +Each culture gets a type assigned on generation. The type serves world-building needs, but also affects multiple systems. + +## Culture generation + +When a culture is generated, its type is determined by the geographical features it spawned in. A culture is guaranteed to be assigned the first culture type that meets the criteria in the listed order, except the Naval culture type which has a random probability check in addition to its normal requirement. + +### Nomadic +Nomadic cultures are generated in deserts or grassland with height less than 70 points. + +### Highland +Highland cultures are generated in cells where height is over 50 points. + +### Lake +Lake cultures are generated in cells around lakes that are over 5 cells in size. + +### Naval +Naval cultures have a chance of being generated in coastal cells. The chance is slightly higher if the cell is next to an ocean (as opposed to a lake), and significantly higher if the cell is an island. + +### River +River cultures are generated in cells with a river of over 100 flux points. + +### Hunting +Hunting cultures are generated in cells that are more than two cells away from a coast and the biome is either Savannah, Rain forest, Taiga, Tundra, or Wetland. + +### Generic + A culture is set to be generic when its spawn location is ineligible for any other culture types, or in the case of the Naval culture type, failed a random probability check. + +## Culture spread +Each culture is given a budget (multiplied by the Growth rate setting). The cultures then try to "buy" all the neighboring cells, starting from the cheapest one, and stopping when either it used up all its budgets or when there are no more unclaimed neighboring cells. The cost of a cell varies by culture, and is determined by the following factors: + +### Culture expansionism +Every culture has a randomly generated expansionism value. The random value is then multiplied according to the culture type: Generic: 1 Lake: 0.8 Naval: 1.5 River: 0.9 Nomadic: 1.5 Hunting: 0.7 Highland: 1.2 All costs are divided by the expansionism value of a given culture. + +### Biome cost + +The base biome costs are as follows: +* Hot desert: 200 +* Cold desert: 150 +* Savanna: 60 +* Grassland: 50 +* Tropical seasonal forest: 70 +* Temperate deciduous forest: 70 +* Tropical rainforest: 80 +* Temperate rainforest: 90 +* Taiga: 200 +* Tundra: 1000 +* Glacier: 5000 +* Wetland: 150 + +The cost is reduced to 10 if it's the culture's native biome type. The cost is multiplied by 5 for Hunting cultures in all non-native biome types. The cost is multiplied by 10 for Nomadic cultures in the five forest biome types. Otherwise, the cost is multiplied by 2. Additionally, if the cell has a different biome type than the one the culture is spreading from, 20 is added to the final cost. + +### Water crossing cost +Lake cultures crossing a lake has a flat cost of 10. Naval cultures crossing water costs 2 times the size of the cell in pixels. Nomadic cultures crossing water costs 50 times the size of the cell in pixels. All other cultures crossing water (and Lake cultures crossing a sea) costs 6 times the size of the cell in pixels. + +### River crossing cost +For non-River cultures, river cells costs 20-100 more to cross, depending on the flux of the river. For River cultures, river cells don't cost extra, but non-river cells cost 100 more. + +### Distance to coast cost +Coastal cells cost 60 more for Nomadic cultures, and 20 for other non-Naval non-River cultures. Cells next to coastal cells costs 30 more for Naval and Nomadic cultures. Cells further inland costs 100 more for Naval and River cultures. The costs are added together then divided by expansionism of the culture. When the total cost exceeds the budget, expansion stops. \ No newline at end of file