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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