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Updated Culture types (markdown)
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@ -26,10 +26,20 @@ Hunting cultures are generated in cells that are more than two cells away from a
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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.
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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.
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## Culture spread
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## Culture spread
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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:
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Culture spread is a competitive system, where each culture tries to get more cells considering the cost of it. Culture type is crucial in defining cell "cost" and the way culture will spread.
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### Culture expansionism
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### Culture expansionism
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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.
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Every culture has a randomly generated expansionism value. The random value is then multiplied according to the culture type:
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* Generic: 1
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* Lake: 0.8
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* Naval: 1.5
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* River: 0.9
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* Nomadic: 1.5
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* Hunting: 0.7
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* Highland: 1.2
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The more expansionism values is, the less cell cost is for the culture. So Nomadic cultures generally tends to occupy vast territories, while Hunting and Lake cultures are usually pretty limited in area.
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### Biome cost
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### Biome cost
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