Porcopedia
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Civilization Points are a Game Mechanic that control what your population consumes, and how efficient your population is at producing certain Resources. It was introduced in the Civilization Points Update[1].

Production[]

The amount of culture that is required to produce Civilization Points is:

(Total Culture Production / Total Population) * 1000

In order to maximize Civilization Point production it is important to maximize Porco life quality by meeting as many needs as well as possible. Porcos that live in slums or can't afford to fully meet their needs are less effective at producing culture for Civilization Points. For this reason, unemployed Porcos should be kept at a minimum and the population should be kept at a number that minimizes unemployment.

Most life quality stems from good housing and basic needs fulfilled at 100% (about 50% LQ total). The reason for the basic needs being a major factor is their effect on the housing LQ. Each % below basic needs at 100%, the LQ given by the house is reduced by the same percentage. This has lead to the need to deny health services to some populations to ensure 100% basic need fulfillment until a natural population cap is reached. Otherwise the food supply will slowly drop to 75% due to unchecked population growth. Secondary sources for LQ come from higher tier consumables and lastly from food diversity, one per food.

Each Cultural Level requires more culture than the previous level to unlock.

Civilization Points can also be reclaimed by revoking them; though you can only revoke one point at a time, and once started cannot be stopped. They also take some time to revoke (48 hours on a Persistent Server, 30 minutes on a Solo Server, and X minutes on a Real-time Server).

Despite the former formular implying a correlation of culture to Porco population in truth each Porco has no direct effect on CP generation by itself. Culture consists of:

(Population * Life Quality * Base Culture Generation) + Culture Building Generation 

If this calculation is thus divided by the same pop, all that is left is

(Base Culture * Life Quality * Population / Population) + (Culture Building Generation / Population) = Base Culture * Life Quality + Culture Building Generation / Population

This also caps the maximum CP bonus culture buildings give as they scale from 0%-100% supply per settlement as their own average and nothing else. This may add about 1-3% more CP generation in the end and costs a lot, especially Academia.

Example:

If a town has an average LQ of 75 with 1500 population and two outposts are neglected to LQ 30 with 500 pop each, you got 2/5*LQ30 + 3/5*LQ75 = LQ 51. This leads to your research efficiency for CP dropping to about 40% (as ~LQ 110 is the maximum).

Effect[]

This system is available in the Icon power.png Government interface, under the Icon culture.png Culture tab.

Civilization Points can be earned by increasing your Cultural Level, through generating Culture; or by completing certain Missions.

Civilization Points that are earned can be used to unlock either Cultural Customs or Cultural Skills. Some customs or skills can only be unlocked by researching the relevant Idea.

IconCustoms.png Cultural Customs[]

Customs represent the cultural practice of your people to consume a specific type of resource. Customs enable the demand for this resource allowing it to be distributed, sold, and consumed by your population.

This will affect what your Porcos can consume, you are automatically given Cultural Customs for any crops that you consume during the tutorial.

To activate a Cultural Custom, you need to spend 1 Civilization Point.

IconSkills.png Cultural Skills[]

Skills represent the cultural traditions of craftsmanship of your people and allow you to unlock the production of new resources and to specialize your people by further improving production efficiency or quality of specific resources.

This will affect your Porcos on what they can produce and craft, unlike Cultural Customs you can spend up to 5 Civilization Points for each resource.

Cultural Skills Level 1 is either 'No skill needed for production', which means it has a Civilization Point cost of 0; or it is 'Allows production of this resource', which means it requires a Civilization Point in it before you can use it.

Produce[]

Meat, Fish, Livestock[]

Property 1 2 3 4 5
Production Efficiency 0 +20% +40% +60% +80%
Natural Sources Productivity 0 +10% +20% +30% +40%

Crops[]

Property 1 2 3 4 5
Production Efficiency 0 +20% +40% +60% +80%
Natural Sources Productivity 0 +20% +40% +60% +80%

Ores[]

Property 1 2 3 4 5
Production Efficiency 0 +20% +40% +60% +80%
Natural Sources Productivity 0 +5% +10% +15% +20%

Other Resources[]

Property 1 2 3 4 5
Production Efficiency 0 +20% +40% +60% +80%
Required Materials 0 -10% -20% -30% -40%

Notes[]


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