Centres have the same capacity and construction requirements as other buildings. Each centre has a number that represents their culture. Centres can enable the ritual and offering actions under the right circumstances.
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Characters can be converted to adhere to the beliefs of any culture. Cultural beliefs are defined by players, and they can be changed at any time. These definitions can provide both benefits and complications for characters.
Belief | Advantages | Burdens |
---|---|---|
ANIMAL RIGHTS | enables ritual | cannot use livestock actions | cannot use equestrianism actions | cannot use breed action | disables animal offering if culture has animal sacrifice belief |
ANIMAL SACRIFICE | receives 1 score for each animal on lot when using animal offering action | n/a |
ANTI-EDUCATION | enables ritual | cannot use research, study, teach, or copy action |
ANTI-USURY | enables ritual | cannot use or construct banks |
ATHEISM | receives .1 score for using research, study, teach, and copy actions | cannot use ritual or offering actions |
ENVIRONMENTALISM | enables ritual | cannot use consume action | does not receive score for using reproduce action | disables product offering if culture has property sacrifice belief |
ETHNIC CLEANSING | receives 1 score for attacking character of another culture (not including n/a) | cannot use reproduce action with character of another culture (including n/a) |
HUMAN RIGHTS | receives 1 score for providing healthcare | disables human offering if culture has human sacrifice belief | cannot use outlaw appearance |
HUMAN SACRIFICE | receives 1 score for each captive character, captive child, or captive gravida on lot that is outfitted to same group when using human offering action | n/a |
HUMILITY | enables ritual | cannot use consume action | does not receive score for using reproduce action |
MOUNTAIN WORSHIP | enables ritual | cannot use mine or drill actions | cannot unload dirt or water on lots with at least 1 resource |
NATURE WORSHIP | enables ritual | only can construct barns, camps, centres, housing, marts | cannot manufacture machines except machines and machines a-z at 1% completion |
PACIFISM | enables ritual | cannot use force actions | disables human offering if culture has human sacrifice belief |
PROPERTY SACRIFICE | receives .1 score for each product character is holding when using property offering action | n/a |
RACIAL PURITY | receives 2 score for reproduction with character of the same style | cannot use reproduce action with character of other style |
SPIRITUAL ENLIGHTENMENT | enables ritual | cannot do rituals unless family has no demand for goods and character has no addictions |
SPIRITUAL HEALING | enables ritual | cannot use healthcare action | other characters cannot use healthcare on |
TREE WORSHIP | enables ritual | cannot use log action | cannot forage on jungles | cannot unload dirt or water on bosks |
WAR WORSHIP | receives 1 score for attacking a warrior | cannot use healthcare action |
WATER WORSHIP | enables ritual | cannot use fish action on shoals | cannot load water from marshes, swamps, shoals, seas, and oceans |
Styles mostly fill an aesthetic role in the game, but they do have some strategic value. New family groups will randomly be assigned a style, this will roughly determine where they will spawn on the map. Characters that haven't been converted to a culture have a range of predetermined cultures they can potentially begin with based on their style.
Style | Starting Cultural Numbers |
---|---|
AFRICAN | 00-09 |
AFROEURASIAN | 10-59 |
AMERICEANIC | 60-69 |
ASIAN | 70-79 |
EUROPEAN | 80-99 |