Towns in Empires & Emperors generate '''culture'''. Once a town has enough culture generated to level up it will claim a new Culture Zone. This zone will provide special benefits to towns. Unlike normal town blocks, culture blocks are NOT protected and anybody can build, destroy and open chests in this area. Towns can construct building and wonders which increase the rate at which a town generates culture. Getting Civics and Policies can increase your culture as well.
When you enter a Civilization's Culture Zone, you are notified that you have entered them and anybody in that civ will be notified that you have entered the borders as well. This is to let you know whether an enemy or ally is coming in your direction. Each civilization is given a color to distinguish their cultural borders from others.
You can change your civ color by using the/civ set color command.
Influence Level | Influence | Amount of Zones |
---|---|---|
1 | 0 | 1 |
2 | 5 000 | 2 (+1) |
3 | 12 500 | 3 (+1) |
4 | 35 000 | 4 (+1) |
5 | 50 000 | 5 (+1) |
6 | 75 000 | 7 (+2) |
7 | 115 000 | 9 (+2) |
8 | 180 000 | 12 (+3) |
9 | 275 000 | 15 (+3) |
10 | 375 000 | 18 (+3) |
11 | 500 000 | 22 (+4) |
12 | 650 000 | 26 (+4) |
13 | 820 000 | 30 (+4) |
14 | 1 100 000 | 35 (+5) |
15 | 1 500 000 | 40 (+5) |
Culture for towns are divided into levels.
Each level requires a certain amount of culture before leveling up. Each town has a "culture" counter which can be seen using the "/town info" command. When the town reaches the next level of culture, it will claim the Culture Zones it will give for that culture level. Each culture level is defined by the number of Zones it claims.
Beside is a table showing the culture levels and how many Culture Zones you have in total after achieving that level.
Whenever your Civilization or City-State is behind the top Civilization in Culture you receive a catch-up bonus. You can gain a civ-wide bonus and town-wide bonuses.
Whenever your Civilization is more than one Culture Level behind on the top one, you receive +15% catch-up bonus per culture level you are behind. This bonus is applied to all towns
You receive two bonuses whenever your Town is behind in culture. You receive a 3% bonus per Culture Level you are behind on the top civilization. You also receive a bonus for the accumulated culture you are behind.
Example: Your Town has 500,000 culture accumulated and is 2 culture levels behind of the top Civilization. You will gain a +6% bonus in catch-up from levels. If the top Civilization has 1,000,000 culture accumulated you will receive (500,000 / 1,000,000 = 0.5 = 50%) 50% bonus. In total, you will have a +56% culture bonus from your town.
Your town gains recourses based on the the Culture Zone it claims. Every type of biome gives different statistics.
Before building your city-state or a new town, you can estimate the amount of resources a particular location will give you by using the '/town survey' command. You will also see the results of a survey during the town-name confirmation message that you get when building a town.
The table below indicates which biome types give which bonuses. The bonuses from each chunk are small, because a typical town will have hundreds of culture chunks. The output of particular chunks can be increased by building certain Town Structures, Wonders, Technologies, Civics, Policies or Tile Improvements.
Each biome type has biomes inside of them. So if you have 10 Jungle Edge chunks, 10 Bamboo Jungle chunks and 10 Ice Spike chunks, you will have 10 Frozen chunks and 20 Jungle chunks.
Biome Type | Hammers | Growth | Happiness | Beakers |
---|---|---|---|---|
Badlands (Mesa) | 2.0 | 0.35 | 0.025 | 1.25 |
Badlands Plateau | 2.5 | 0.15 | 0.025 | 0.75 |
Beach | 1.75 | 0.5 | 0.03 | 1.0 |
Cold Ocean | 1.0 | 0.5 | 0.01 | 1.25 |
Desert | 1.5 | 0.25 | 0.02 | 1.25 |
Frozen | 1.0 | 0.5 | 0.01 | 2.5 |
Frozen Ocean | 0.35 | 0 | 0.01 | 2 |
Jungle | 1.25 | 1.0 | 0.02 | 1.25 |
Mountains | 3.0 | 0.20 | 0.010 | 0.5 |
Mushroom | 1.5 | 1.5 | 0.06 | 1.5 |
Plains | 1.0 | 2.0 | 0.02 | 1.0 |
River | 0.25 | 2.5 | 0.02 | 0.5 |
Savannah | 1.0 | 0.5 | 0.035 | 1.25 |
Sunflower Plains | 0.5 | 2.25 | 0.03 | 1.5 |
Swamp | 0.75 | 1.75 | 0.02 | 1.75 |
Taiga | 1.55 | 0.35 | 0.02 | 1.0 |
Temperate Forest | 1.5 | 1.25 | 0.02 | 0.75 |
Tundra | 1.25 | 0.5 | 0.02 | 1.15 |
Warm Ocean | 1.2 | 1.5 | 0.01 | 0.75 |
Biome Type | Biomes inside of the Biome Type |
---|---|
Badlands (Mesa) | Badlands |
Badlands Plateau | Eroded Badlands, Wooded Badlands |
Beach | Beach, Snowy Beach, Stony Beach |
Cold Ocean | Ocean, Deep Ocean, Cold Ocean, Deep Cold Ocean, |
Cold Shore | Stone Shore, Snowy Beach |
Desert | Desert, Desert Hills, Desert Lakes |
Frozen | Ice Spikes, Frozen River |
Frozen Ocean | Deep Frozen Ocean, Frozen Ocean |
Jungle | Jungle, Bamboo Jungle, Sparse Jungle |
Mountains | Windswept Hills, Windswept Forest, Windswept Gravelly Hills, Grove, Snowy Slopes, Frozen Peaks, Jagged Peaks, Stony Peaks, Meadow |
Mushroom | Mushroom Fields |
Plains | Plains |
River | River |
Savannah | Savanna, Savanna Plateau, Windswept Savanna |
Sunflower Plains | Sunflower Plains |
Swamp | Swamp, Mangrove Swamp |
Taiga | Taiga, Snowy Taiga, Taiga Hills, Old Growth Pine Taiga, Old Growth Spruce Taiga |
Tundra | Snowy Plains |
Temperate Forest | Forest, Flower Forest, Birch Forest, Dark Forest, Old Growth Birch Forest |
Warm Ocean | Lukewarm Ocean, Deep Lukewarm Ocean, Warm Ocean, |
The image below show you how your culture will spread.
The last bottom case require Globalization technology.
There are several advantages towns get from their cultural influence.