Culture Development

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(Redirected from Cultures)
File:IconCulture 10x.png

Culture is a system for civilized units. Newly-founded kingdoms will create their own cultures if the settlers are not already part of one. Culture will start at bonfires, from there it spreads to zones claimed by the same race, regardless of kingdom and village borders.

Culture Components[edit]

Culture has a leveling system, the points for leveling up are called "knowledge gain". Each unit has assigned an attribute called "intelligence", it increases knowledge gain for a unit's culture. Cultures have a knowledge gain multiplier, which determines the speed of knowledge gain. The knowledge gain multiplier is influenced by leaders' intelligence stat. Using coffee on village leaders increases culture tech speed, one of the only realistic features of Worldbox. Each level-up generates a new knowledge for a culture which can unlock buildings, features, bonuses, and more as the time goes on. The leveling system has a surprisingly high cap compared to other leveling systems, maximizing at level 59-63 (depends on race). Cultures will not always have the same knowledges as others but they are usually similar. Cultures will also affect the clothing races wear.

Culture layer can be enabled or disabled from the Civilization tab. In this layer, the distribution for cultures are shown, and beside their names are the numbers of units belonging to that culture. Sometimes cultures can have no zones and only exist in units (happens a lot with older worlds that have the Old Age world law disabled).

File:UpdatedCultureTabView.png
Culture Map View and Civilizations Tab (culture buttons are marked with light blubs)


Cultures List[edit]

File:CultureList21.png

Culture lists show every culture that currently exist in the world. Each culture has a name, race, and icon that sets it apart from other cultures.

The list also displays culture level, population, villages, and number of villages for each culture. The list can be sorted by age, population, level, and number of villages.

Culture Page[edit]

File:UpdateCulturePage.png

The culture page displays all information for a culture. It shows basic info such as founding location and culture age. You can also modify the culture name in this page.

The progress bar is called "Research", the icon to the right represents the knowledge it will receive when it level ups. Knowledge gain is the point that contributes to the research bar.

The page also displays knowledge in the culture. The knowledge of a kingdom do not arrange by the order of research.

The information provided by the page:

  • A customizable name
  • An icon
  • Where the culture was found.
  • Age
  • Research bar: Research point, point to level up, and the next knowledge
  • Culture level
  • Villages (that main this culture, determined by the bonfires)
  • Population
  • Knowledge gain (multiplier)
  • Kingdoms (that main this culture, determined by the bonfires of their capital villages)
  • Common knowledges
  • Rare knowledges

Knowledge[edit]

Knowledge are what cultures learn, each of which helps them improve in some way. For example, being able to make iron weapons or building a stone house. There are two different types of knowledge: common knowledge and rare knowledge. Common knowledges are knowledges that every culture can get if they level up enough. Rare knowledge is a bit different because each culture can only have a specific amount of them. The maximum amount of rare knowledges is determined by race. Unlike common knowledge, rare knowledge is chosen at random so there is a chance that many of the rare knowledges do not appear due to there being more rare knowledges than rare knowledge slots.

Rare Knowledge Slots Per Race[edit]

Knowledge Gain Boosts[edit]

  • Base 1
  • Knowledge Gain 1 +.5 KG
  • Knowledge Gain 2 +.5 KG
  • Knowledge Gain 3 +.5 KG

Knowledge Gain Boost Per Leader Intelligence Stat[edit]

A village having a leader acts as one intelligence point (so a village with a human leader that has zero intelligence will still give a +0.25 boost)

Culture Spread and Conversion[edit]

The File:CulturespreadZero10x.pngspread and File:CultureconvertZero10x.pngconversion of cultures is a complicated process depending on many factors. The detailed mechanics are described below.

Detailed Mechanics[edit]

The spread of cultures occur at a fixed rate. The default cooldown for a culture's spread is 1 month, which can be decreased by Culture Spread Speed techs. Each Culture Spread Speed tech decreases the cooldown by 0.1 month, leading to a cooldown of 0.7 months when all three techs have been unlocked.

Each time a culture attempts to spread, it randomly chooses a 8×8 zone in its range (for convenience, we will refer to this as the "origin area"), and find a neighboring chunk to spread to (we will refer to this as the "target area"). This target area must be within the boundaries of a village of the same race.

  • If the target area does not already have a culture, the origin culture will spread to it
  • If the target area already has another culture, the spreading culture will try to convert it.

Culture Conversion[edit]

We will refer to the spreading culture as the "origin culture (OC)", and the culture to be converted as "target culture (TC)".

First, the game calculates a basic culture conversion success rate. This basic success rate depends on:

  • Among the chunks neighboring the origin area, the number of chunks (Y) which belong to the origin culture equal Y
  • Within the target are, the number of villagers (Z) which belong to origin culture equal Z
  • Culture convert factor (F), by default is 0.1, but can be increased by Culture Conversion techs. Each Culture Conversion tech increases this factor by 0.05

The basic culture conversion success rate (R) is calculated as: R = (Y × F) + (Z × 0.05)

Then, the actual success rate of this conversion attempt is calculated based on the population of the two cultures OC and TC:

  • If the population of OC > TC, then the actual success rate is the basic culture conversion success rate
  • If the population of OC < TC, then the actual success rate is given by Ractual = R × (OC population +1) / (TC population +1)

Culture Knowledge List[edit]

  • How to read "Requirements" Section:
    • Level requirement: A number is the level a culture must be to unlock research that tech. So a number 8 means that this tech can appear after a culture is already level 8 not as a culture turns to level 8.
    • Tech requirement: Any words listed are other techs that must be obtained before that tech can appear.
    • Knowledge cost: If you see (40% Knowledge Cost) that means that that specific tech costs only 40% of normal.
    • Note that in some cases a tech's requirements do not tell the whole story and it might be temporarily impossible for a tech to be obtained even if it's requirements have been met. See the "Earliest Each Knowledge can be Unlocked" section for more info (below this section).
  • What does "Priority" mean:
    • Civilizations will preferentially choose "Priority" techs as the next tech to research.
    • Specifically, when deciding which tech to research next, the civilization will calculate a list of all techs which can be researched next (i.e. techs whose Requirements have been satisfied). If there are "priority" techs in this list, the civ will calculate a sub-list of researchable priority techs, and randomly choose from these priority techs. If there are no "priority" techs, the civ randomly chooses one tech among all researchable techs.
Common Knowledges
Icon Name Game Description Effect Requirements Priority
File:Icon tech culture convert chance 110x.png Culture Conversion 1 Increases chances of conversion of other culture zones +.05 Culture Spread Convert Chance 8 No
File:Icon tech culture convert chance 210x.png Culture Conversion 2 Increases chances of conversion of other culture zones +.05 Culture Spread Convert Chance 10
Culture Conversion 1
No
File:-Cultural Conversion 3-.png Culture Conversion 3 Increases chances of conversion of other culture zones +.05 Culture Spread Convert Chance 20
Culture Conversion 2
No
File:Icon tech culture spread speed 110x.png Culture Spread Speed 1 Increases the speed with which the culture spreads -.5 Culture Spread Speed (lower = faster) 15 No
File:Icon tech culture spread speed 210x.png Culture Spread Speed 2 Increases the speed with which the culture spreads -.5 Culture Spread Speed (lower = faster) 18
Culture Spread Speed 1
No
File:-Culture Spread Speed 3-.png Culture Spread Speed 3 Increases the speed with which the culture spreads -.5 Culture Spread Speed (lower = faster) 20
Culture Spread Speed 2
No
File:-Knowledge Gain 1-.png Knowledge Gain 1 Increase speed of knowledge gain +.5 Knowledge Gain 5 No
File:-Knowledge Gain 2-.png Knowledge Gain 2 Learn knowledge from other worlds faster +.5 Knowledge Gain 10
Knowledge Gain 1
No
File:-Knowledge Gain 3-.png Knowledge Gain 3 Learning is a treasure +.5 Knowledge Gain 15
Knowledge Gain 2
No
File:Icon tech zones 110x.png Zone Control 1 Increases village max zones +1 Zone 4
House Tier 3
No
File:-Zone Control 2-.png Zone Control 2 Increases village max zones +2 Zones 9
Statues
No
File:-Governance 1-.png Governance 1 This kingdom will be able to manage more villages +1 Max cities 10 No
File:-Governance 2-.png Governance 2 Growing more efficiently, the kingdom can manage even more villages +1 Max cities Governance 1 No
File:-Housing 1-.png Housing 1 Increases maximum amount of people that can live inside a house +1 Housing House Tier 3 No
File:-Housing 2-.png Housing 2 There's always room for more people +1 Housing 10
Housing 1
House Tier 5
No
File:-Housing 3-.png Housing 3 Bunk Beds are fun beds! +1 Housing 15
Housing 2
House Tier 6
No
File:-House Tier 1-.png House Tier 1 ~ When tents and nature weren't enough ~ Units can build tier 1 houses 0
(30% Knowledge Cost)
Yes
File:-House Tier 2-.png House Tier 2 ~ They cut the forest to take more lands ~ Units can build tier 2 houses 3
House Tier 1
(40% Knowledge Cost)
Yes
File:-House Tier 3-.png House Tier 3 ~ They hid from me into stone walls ~ Units can build tier 3 houses and tier 2 town halls 8
House Tier 2
Yes
File:-House Tier 4-.png House Tier 4 ~ They dig deep into the flesh of the earth to take more ~ Units can build tier 4 houses 12
House Tier 3
Yes
File:-House Tier 5-.png House Tier 5 ~ They learned more than they should ~ Units can build tier 5 houses and tier 3 town halls 15
House Tier 4
No
File:-House Tier 6-.png House Tier 6 ~ Who needs that many rooms in a house? They should touch some grass ~ Units can build tier 6 houses 20
House Tier 5
No
File:Icon tech city storage 110x.png Better Armory 1 Increases equipment storage +1 Max City Items 7 No
File:Icon tech city storage 210x.png Better Armory 2 Increases equipment storage +1 Max City Items Better Armory 1 No
File:-Better Armory 3-.png Better Armory 3 Increases equipment storage +1 Max City Items Better Armory 2 No
File:Icon tech army training 110x.png Army Training 1 Increases amount of warriors in a village +0.05 Max Army 5
Barracks
No
File:Icon tech army training 210x.png Army Training 2 Increases amount of warriors in a village +0.05 Max Army 5
Army Training 1
No
File:-Army Training 3-.png Army Training 3 Increases amount of warriors in a village +0.05 Max Army 5
Army Training 2
No
File:-Barracks-.png Barracks Warriors love it. Has a gym Units can build barracks 5
House Tier 3
No
File:-Watch Tower-.png Watch Tower What is it, a tower defense? Units can build watch towers 5
House Tier 4
Bow
No
File:-Roads-.png Roads The veins of civilisations Units can build roads
Will not be built by orcs and elves
5 Yes
File:-Well-.png Well A source of fresh water. Just don't look into the abyss Units can build wells 12
House Tier 3
No
File:-Windmill-.png Windmill Whoosh! Units can build windmills 0
House Tier 2
Yes
File:-Docks-.png Docks A place of commerce and boat production Units can build docks and fishing boats 0
House Tier 3
Yes
File:-Trading Boats-.png Trading Boats The secret of conquering the marketplaces Units can build trading boats (transport boats knowledge not needed) 4
Docks
No
File:-Transport Boats-.png Transport Boats The secret of conquering the sea Units can build transport boats (trading boats knowledge not needed) 8
Docks
Yes
File:-Temple-.png Temple We can make a religion out of this! Units can build temples 10
House Tier 4
No
File:-Statues-.png Statues The secret of building stone monuments. Woah! Units can build statues 5
House Tier 4
No
File:-Armor Production-.png Armor Production Safety first! Units can make armor 3
Weapon Production
No
File:-Weapon Production-.png Weapon Production Don't bring fists to a sword fight Units can make weapons 0 Yes
File:-Sword-.png Sword The long knife to hit your enemies with Units can make swords 3
Weapon Production
Yes
File:-Axe-.png Axe It has many jobs Units can make axe 3
Weapon Production
No
File:-Bow-.png Bow Pew pew Units can make bow 3
Weapon Production
No
File:-Spear-.png Spear Point it at your enemies Units can make spear 3
Weapon Production
No
File:-Hammer-.png Hammer Solution to many problems Units can make hammer 3
Weapon Production
No
File:-Mine-.png Mine We need to go deeper! Units can build mines 5
House Tier 2
No
File:-Mining Efficiency-.png Mining Efficiency Increases mining efficiency +20% Resource Chance Mineral
+ 1 Resource Mineral Amount
3 No
File:-Sharp Axes-.png Sharp Axes Increases wood cutting efficiency +20% Resource Chance Wood
+1 Resource Wood Amount
2 No
File:-Trading-.png Trading Allows kingdoms and villages to trade goods Kingdoms can distribute resources across their villages 7 No
File:-Trading Efficiency-.png Trading Efficiency Increases trading efficiency +.15 Mod Trading Bonus 8
Trading
No
File:-Material - Copper-.png Material - Copper Unlocks copper for weapon and armor production Units can make copper items 4 No
File:-Material - Bronze-.png Material - Bronze Unlocks bronze for weapon and armor production Units can make bronze items 6
Material - Copper
Yes
File:-Material - Silver-.png Material - Silver Unlocks silver for weapon and armor production Units can make silver items 10
Material - Bronze
Yes
File:-Material - Iron-.png Material - Iron Unlocks iron for weapon and armor production Units can make iron items 20
Material - Silver
Yes
File:-Material - Steel-.png Material - Steel Unlocks steel for weapon and armor production Units can make steel items 30
Material - Iron
No
File:-Material - Mythril-.png Material - Mythril Unlocks mythril for weapon and armor production Units can make mythril items 40
Material - Steel
No
File:-Material - Adamatine-.png Material - Adamantine Unlocks adamatine for weapon and armor production Units can make adamantine items 50
Material - Mythril
No
Rare Knowledges
Icon Name Game Description Effect Requirements
File:-Way of Life-.png Way of Life Units of this culture have a 10 years longer life span +10 Maximum Age 20
File:-Ancestors Knowledge-.png Ancestors Knowledge Newborn units would start at level 2 All Units start at level 2 if born in a village where a culture with this knowledge is the main culture 20
File:-Heros-.png Heroes Maximum levels of units is increased by 2 Units can now reach level 12 (13 if there kingdom is in a level 5 alliance) 20
File:-Fortification-.png Fortification We must construct additional watch towers! +1 Watch Towers per village 20
Watch Towers
File:-Weaponsmith-.png Weaponsmith Increases productivity of weapon smithing +2 Production Tries Weapon 20
Weapon Production
File:-Armorsmith-.png Armorsmith Increases productivity of armor smithing +2 Production Tries Armor 20
Armor Production
File:-Offensive Strategy-.png Offensive Strategy Gives damage bonus to units of this culture +.05 Bonus Damage 20
Weapon Production
Armor Production
File:-Defense Strategy-.png Defense Strategy Gives defence bonus to units of this culture +.05 Bonus Armor 20
Armor Production
File:-Governance 3-.png Governance 3 Like an empire, this kingdom can now manage plenty of villages to grow itself further +1 Max cities 20
Governance 2
File:-Zone Control 3-.png Zone Control 3 Increases village max zones +2 Zones 15
Watch Tower
Unused/Hidden Knowledges
Icon Name Game Description Notes Requirements
File:-Gems Water-.png gems_water (insert here) Unused rare knowledge 20
File:-Nature Lovers-.png nature_lovers (insert here) Unused rare knowledge 20
File:-Steal Kids- .png steal_kids (insert here) Unused rare knowledge 20
File:-Steal Resources-.png steal_resources (insert here) Unused rare knowledge 20
File:-Fishing Boats-.png Fishing Boats Unveils the secrets of catching fish Is no longer used

Earliest Each Knowledge can be Unlocked[edit]

Numbers represent the level the tech can be unlock on. Not the required level

File:TechTreeComplete-export.png

Name Generation[edit]

File:IconHumans scaled 10x.pngHuman
1 ne wa gi ca fo two ado ja ste sho klo e a ka ri wu to
2 ru ni too vo phu te ku ve su me du pe to ste o e a u oo
3 rab dab pab ian
File:IconElves scaled 10x.pngElf
1 A' E' O' Yda Ifa Yaa Ia Oya Yra Na Ma Ya
2 dre dra de du te tre tra tro ti to tri na ma sa da pa
3 o e y a yo oi - -
File:IconDwarf scaled 10x.pngDwarf
1 X Th Tr Gl H Dh Dum Dor Gor Ther Thor Gah Geh Ger Dur Der Dar Dig Deg Dag Ger Dhan Don Dan
2 i o a e odi adi edi ada idi uru udu igi egi oki oko
3 d ded dad dum gah geh h d b c gh th gh gagh digh dig dag dog - - -
File:IconOrcs scaled 10x.pngOrc
1 Dek Kek Kak Dak Zeg Zog Zag Bak Dak Rak Dek Mek Mak
2 " "
3 Dek Kek Kak Dak Zeg Zog Zag Bak Dak Rak Dek Mek Mak Bah Wah Waah

Culture Cosmetics[edit]

File:CultureThings.png
(best viewed in dark mode)

History[edit]

  • 0.10.0 - Cultures are added
  • 0.12.02 -
    • Windmill knowledge added
    • Fishing boat knowledge removed; fishing boats unlocked together with docks
  • 0.13.0 - Fix: "Dwarven renaissance" Dwarves now have the intelligence stat
  • 0.14.0
    • Fast cultures debug menu option added
    • 3 knowledges that increase max equipment storage for villages added
    • 3 knowledges that increase zone range for villages added
  • 0.14.1
    • Knowledge zones tier 2 max range changed 1 -> 2
    • Knowledge zones tier 3 max range changed 1 -> 2
  • 0.21.0
    • Loyalty difference for cultures changed from 10 to 15
    • More colors
    • New nameplate
    • 5 new clothing variants for each race
File:CultureLayer0.10.png
The civilization tab after version 0.10 showing the cultures list function and culture layer function, symbolized by their lightbulb icons.