I completely agree. This would be far more interesting, but it's totally different from what we've seen so far. I suspect societal values will end up as shallow, redundant modifiers driven solely by the country after initial culture/tag bonuses - basically PC version of stacking modifiers in other pdx titles.I agree with you in general; there's a reason why I interpreted "institutions" at the level of mechanical implication rather than what they were called. However, I think when it comes to societal values that it pays better dividends to do the opposite.
Why? Otherwise the system seems incredibly shallow. If societal values are little more than "country attributes", then those are just tertiary effects on top of existing policies and reforms. Why not just bake those into the policies and reforms themselves? As far as I can tell the devs seem to intend them to be "icing on the cake" for whatever strategy you're pursuing (rather than something you pursue for its own sake), but I don't think there's necessarily a need for that to be the case. That and the values themselves seem conflicted on what they actually want to be: are they genuinely reflecting societal values (like things like traditionalist and innovative would suggest) or are they reflecting a "country's attributes" (like what offensive and defensive would suggest)? I don't know, and the game doesn't seem to know, either.
We already have plenty of systems for providing bonuses to better reflect the direction of a state through advancements, policies, and reforms. To take societal values as the "country attributes" that they seem so inclined to be is to make them superfluous and better discarded. I'd rather do something far more interesting with them.
So, if we attach these "societal values" to every culture and then have them move in the direction of the states that rule over them (with much the same direction and magnitude as acculturation would work; note that acculturation still makes sense in this context because the measure of proximity is not merely that of values and there's plenty of excuses to drive wedges between people who value the same things), there becomes something interesting. Not only do you get consequences to ruling a foreign people who have entirely different perspectives on the sort of state they want to live in, but now content drawing from societal values can draw both from culture and from country.
That and now it'd be possible to actually attach modifiers to cultures in a coherent way (since the devs long confirmed that this is possible though not presently used), based on the societal values of the people. You can now actually model things like the broad "militarization" of society under the Ilkhanate that persisted after its collapse and ultimately aided Timur in his own conquests. I believe India had something similar going on.
Societal values are far more valuable if they persist than if they don't.
If so, I won't enjoy it as much, though it could represent historical temporary advantages certain countries had. It won't truly be "societal values" but something else entirely (I don't have a name suggestion). I'll still deeply dislike the artificial dichotomy in most societal values, and a decaying modifier would make perfect sense to represent the constant need to maintain direction and the edge needed to be apart from other countries, though.
Moving on, I've been wondering: if societal values become culture-based as we hope, how would multi-cultural countries work? What would be the player advantages and disadvantages? A weighted national average? Regional bonuses? Perhaps tie it to population, so soldiers from culture X get attack bonuses while those from culture Y get defense bonuses?
For example, if a country with offensive, naval-focused culture X annexes a country with defensive, land-focused culture Y, how would this be represented?
What about minorities and their societal values?
Could cultures diverge in regions with strongly opposed societal value influences?
(Not rhetorical questions, I'm truly curious to see wgat you think)
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