View Full Version : Cultural Capital Mod


Moaf
Feb 04, 2011, 06:03 AM
Cultural Capitals
v16 for Brave New World (updated on Jul. 28th, 2013)
Search for Moaf_ or Cultural Capitals in the Modbrowser.
Or download here (http://forums.civfanatics.com/downloads.php?do=file&id=16575)
Link to old G&K compatible version 15 here (http://forums.civfanatics.com/downloads.php?do=file&id=21589)
Link to old vanilla compatible version 10 here (http://forums.civfanatics.com/attachment.php?attachmentid=286238&d=1301689247)
(Just extract the downloaded zip file into your MODS folder of Civ5)


http://forums.civfanatics.com/attachment.php?attachmentid=285757&d=1301168303



Description
--------------------------------
This Mod adds the Concept of Cultural Capitals to the game, allowing a player to choose from different Bonuses("Themes") with city- or even empirewide effects. This mod is intended to give more power to players using culture- or builderbased playstyles.

Some ingame Pictures:

Themes
http://forums.civfanatics.com/attachment.php?attachmentid=281588&stc=1&d=1296820133

More Information about the Theme, including requirements
http://forums.civfanatics.com/attachment.php?attachmentid=281589&stc=1&d=1296821203

Race to Win the Election
http://forums.civfanatics.com/attachment.php?attachmentid=281586&stc=1&d=1296818234

Countdown indicating the duration of the Theme
http://forums.civfanatics.com/attachment.php?attachmentid=281587&stc=1&d=1296818245



Known Compatibility Issues
--------------------------------
None


About
--------------------------------
Well, first I started this mod as a basis to learn xml- and lua scripting. But as time passed, I realized that the first ideas I had had potential for more - thus this mod was born.


The Rules
--------------------------------
This Single Player Mod adds the Concept of Cultural Capitals to the game, allowing a player to choose from a set of "Themes" giving a variety of different bonuses with city- or even empirewide effects. This mod is intended to give more power to players using culture- or builderbased playstyles. The AI fully uses all concepts offered in this mod.
NOTE:
This Mod requires the Brave New World addon since Version 16.
This Mod requires the Gods and Kings addon since Version 10.

============================================= GAMEPLAY========================================== ==
*** Forming the Cultural Committee
The first civilization to build 2 wonders forms the Cultural Committee in its capital and starts the electorial race for the Cultural Capitals for all players. The bonus for having the Cultural Committee in your empire is that it enables you to see the progress of the election of all other players as well as a free Delegate.

*** The Electoral Race
Once someone has formed the Cultural Committee in the world, all players race to win the Cultural Capital election. Every turn you will gain election points depending on your cultural ouput, the number of wonders you have, allied cultural city states, the number of cities you have and other factors.

*** Winning the Cultural Capital
If you have accumulated enough election points, your civilization will win the Cultural Capital in a city - choosen randomly from any of your original cities. Cities with higher culture output/population have a higher chance to be picked. Becoming the owner of the Cultural Capital enables you to choose from different Themes giving various bonuses. The Cultural Capital lasts only for a few turns, in which you can pick your Theme. Depending on the Theme, the bonuses can be temporary or may last for the entire game. Caution: Temporary bonuses lasts only as long the city is Cultural Capital!

*** Continuing the Race
Once the Cultural Capital wears off, the race for it starts again for all players. If you were the lucky one to win last time, you will receive less election points until the next race.All accumulated election points carry over to the next race.

*** Bribing
Once the race is in progress, the Cultural Committee may be bribed. The bribing amount will increase over time. If you have bribed it, you gain a boost to your election point output for a fixed amount of time. After that, you will have to wait some turns until you can bribe again.

============================================
If there are problems with the mod, delete all data in your user/my games/civilization5/cache and /moduserdata folder. If there are still problems with it, contact me.


Credits To:
- Whys and Onni for providing Tools and Insights into Civ5 Modding.
- Wutz for the German translations.
- yche2990 for the Chinese translations.
- skodkim for extensive testing.
- rapsynrev and AndreP.
- Gilgamesch for his support.
- And of course all ideas and testers from civfanatics.com!

This mod has been updated for Brave New World.
You are welcome to tell me if there are any bugs.

Moaf
Feb 04, 2011, 06:03 AM
ChangeLog:
--------------



--------------
v15:
# Balance Changes:
- Theme Labor gives now additionally a free worker.
- Added Stone resource to Geology Museum.

# Misc:
- Fixed Imperial Cathedral to be able to employ an artist specialist.
- Removed in the Exhibition Description the special artist specialist.
- Added German Localization strings
- Fixed bug where several committee winners were possible when more than one player has built more than 2 wonders
- Fixed issues when selecting the gameoption "Complete kills"

--------------
v14:

# Balance Changes:
- Reduced Think Tank Great Person rate modifier to 25% (from 33%)
- Removed Heal Rate Change from Constrution Hall.
- Theme Belief: Added Shrine as a requirement in the city.

# UI:
- Added cultural committee winner to the history tab.

# Misc:
- Fixed bug when capturing the current Cultural Capital.
- Fixed bug when that let the player choose a theme after forming the committee.

--------------
v13:

# Misc:
- Fixed database errors.
- Updated German and Chinese localizations.


--------------
v12:
# Gameplay Changes:
- The first civilization to build 2 wonders forms the Cultural Committee in its capital and starts the electorial race for the Cultural Capitals for all players.
A bonus for having the Cultural Committee in your empire is that it enables you to see the progress of the election of other players.

# Theme Changes:
- Theme of Empowerment: Does not go obsolete anymore. Receive a Statue of Empowerment (=> can pick policy only once).

--------------
v11:

# Theme Changes:
- Theme of Geology: Added copper and salt, but reduced science yield from 3 to 2.
- Theme of Technology: Reduced Ars Technica science bonus for artists from 2 to 1.
- Theme of Entertainment: Increased gold income from Radio Studio from 15% to 25%.
- Theme of Trade: Trading House gives now +2 food instead of +10%.
- Theme of Labor: Fixed Labor Camp description to correctly state the +200% worker speed.
Generates now great Engineers by +2 per turn (from +1).
- Theme of Ecology: Increased science for Ecological Center from water tiles from 1 to 2.
- Theme of Faith: Imperial Cathedral can now employ an artist specialist.
- Theme of Defense: Palisade Happiness bonus reduced from 2 to 1.
- Added Theme of Investigation: Provides a Detective Bureau (1 free spy and +1 culture).
- Added Theme of Ascendency: Provides temporarily a Beacon of Heavens (+1 faith from all tiles nearby).

# Misc:
- Added now some Artwork and Icons for Cultural Capitals
- Added chinese localization (thanks to yche2990!)

--------------
v10 (Changed for Expansion Gods and Kings):

# Gameplay Changes:
Changed now for full integration into the expansion pack Gods and Kings.
(Vanilla is not supported anymore, last supported version for vanilla is version 9)

# Theme Changes:
- Theme of Belief: Added, gives Temple of Worship (+2 faith and happiness)
(credits to skodkim!)
- Theme Horizon: Gives now only one Settler, but improved food bonus
- Theme Ecology: Ecological Center now correctly gives +1 Food on Jungle Features
- Theme Entertainment: Radio Studio Happiness bonus reduced to 5 (from 6)
- Theme Faith: Requirement changed from Policy Organized Religion to Building Temple
Imperial Cathedral now gives +3 culture and +3 faith.
- Theme Exchange: Obsoletes now when Computers researched
- Theme Labor: Obsoletes now when Steam Power researched
- Theme Sacrifice: Population cost now changed to a constant 2.
City must be now at least of size 6. Slightly lowered base production and base culture gain.
- Theme Construction: Construction Hall bonus production changed from 25% to 15%.
- Theme Idols: Memorial culture changed from +25% to +1.
Changed melee production bonus to a 15% production bonus for all units.
- Theme Philosophy: Think Tank great people generation rate reduced to 33% from 50%.
Science bonus reduced to 15% from 25%.
- Theme Controversy: Changed number of cities required from 4 to 5.


# Misc:
- Added German localization (thanks to wuTz for German translations!)
- Small bug fixes here and there

--------------
v9:

# Gameplay Changes:
- Added new Theme Labor
- Added new Theme Extraction
- Added new Theme Deep Extraction

# Balance Changes:
- Construction Hall: Has now a Base Production of 1.

# Misc:
- Tooltip for effects appear now when using Thals Balance mod.
- Small code base changes for better interop between mods.


--------------
v8:

# Balance Changes:
- Think Tank: Removed Great Scientist Point
- Construction Hall: Decreased Production Bonuses from 33% to 25%
- Geology Museum: Decreased Culture from Resources to 1, added 1 base culture and can employ an artist specialist.
- Imperial Cathedral: Reduced Happiness from 5 to 4
- Ecological Center: Removed Gold Bonuses

# Misc:
- Bugfixes and Changes in AI Code
- Small UI Changes

--------------
v7:

# Gameplay Changes:
- Added now an ability to Bribe the Election
- Changed Election Progression
- Added new Theme Geology
- Added new Theme Entertainment
- Removed wonder-requirement to get election points

# Balance Changes:
- Construction Hall/Trading House/Think Tank yield now +2 Production/+2 Gold/+3 Science after Steam Power/Economics/Scientific Theory was researched
- Removed base Gold bonus from Trading House and reduced food bonus to 10% (down from 15%)
- Reduced Production Bonus from Construction Hall to 33% (down from 40%)
- Reduced Culture Bonus for Ars Technica (from 5 to 2)
- Theme Controversy obsoletes when Electricity researched (instead of Scientific Theory)
- Theme Architecture obsoletes when Industrial Era reached
- Theme Horizon obsoletes when Industrial Era reached
- Theme Loyalty obsoletes when Industrial Era reached
- Theme Empowerment obsoletes when Computers researched
- Theme Defense requires now Construction (instead of Masonry)
- Removed Specialist Artist from Imperial Cathedral, but increased Culture (from 1 to 2)
- Slightly reduced food bonus for Theme Horizon
- Reduced Theme Exhibition Great Artist change rate (from 6 to 3)

# Misc:
- AI picks now themes based on a weighted probability
- AI bribes based on flavors
- Added now a Progress View in the overview
- UI Changes (merged effects and requirements on one page in the themes view)

--------------
v6:
# Added now a better AI functionality that chooses based on viability, needs and flavors (instead of random)

# Balance Changes:
- Changed Tech-Requirement for Theme Construction to Metal Casting
- Improved Theme Controversy Bonuses
- Changed Building-Requirement for Theme Exchange to have a National Treasury in the Empire and reduced its Bonuses
- Slightly reduced progress cost for elections

# Misc:
- Included Whys' SaveUtils v8.


--------------
v5:
# RuleChanges:
- You get now Malus Points for the next Election when you win.
- You now get informed which Theme a player has chosen if:
(1) The Player is in the same Team or
(2) You have a DoF with the player.
- Changed election points progression.
# Changed Top Panel:
- Added now the possibility to view Themes any time with L-Click.
- R-Click opens now an Overview.
# Added two new Themes.
# Rebalanced most Themes slightly (Balance will be focused on in a later version).
# Fixed some theme-requirements issues.
# Improved some Visuals.


--------------
v4:
# Improved mod to work better with other mods
# Added two new Themes
# Some minor Crash fixes
# Added more functionality for Modding the XML-Files


--------------
v2:
# Fixed crashes regarding saving and loading games

Moaf
Feb 04, 2011, 06:04 AM
TODO List and Ideas for next version(s):



Important
- Balance

Nice To Have
- Quests/Awards for impressive achievements throughout the game

Ideas
- CC of Enlightenment: Gain a free priest.
- CC of Counter-Espionage: Receive a new Agent.

Moaf
Feb 04, 2011, 06:05 AM
These are the themes of version 0.4. Currently they are most probably imbalanced. So far this is more of a list of feasible themes.

Since it takes a lot of time to update this list manually, I'd advise to check the Themes ingame, or if you need more details, in the xml files


Effect values in parenthesis (2base, 0.5era, 0.25election) mean that the base value of the effect is 2, increases per era by 0.5 and per election by 0.25.

Cultural Capital of ..
------


Kings:
## Requirements:
- None
## Effects:
- Culture (2.0base, +0.5era)
- Population (2.0base, +0.25era)
## Obsoletes:
- Never
======================
Idols:
## Requirements:
- None
## Effects:
- Memorial Building (+15XP for all units, +15% melee units, +20% culture)
## Obsoletes:
- Never
======================
Sacrifice:
## Requirements:
- City of Size 4
- City must produce building/unit
## Effects:
- City loses 3 Population
- City gains Production (100base, +20election) (scales with game speed)
- City gains Culture (100base, +25election) (scales with game speed)
## Obsoletes:
- Renaissance
======================
Trophies:
## Requirements:
- Policy Discipline
## Effects:
- Temporary Effect: City gains Culture/Production/Food when enemy unit gets killed within borders
-> gains 100% from enemy unit strength (scales with game speed)
## Obsoletes:
- Never
======================
Faith:
## Requirements:
- Policy Organized Religion
## Effects:
- Imperial Cathedral (+5 Happiness, +3 Culture)
## Obsoletes:
- Tech Scientific Theory
======================
Architecture:
## Requirements:
- Policy Aristocracy
- Tech Engineering
## Effects:
- Temporary Effect: +100% Wonderproduction
- Production (0.5base, +0.5era)
- Culture (2.0base, +0.5era)
## Obsoletes:
- Never
======================
Horizon:
## Requirements:
- Policy Collective Rule
## Effects:
- 2 Settlers
- Food (1.0base, +1.0era)
## Obsoletes:
- Never
======================
Construction:
## Requirements:
- Requires a building that can employ Engineers
## Effects:
- Construction Hall Building (+20% production, +20% siegeunits, +1 city heal rate)
## Obsoletes:
- Never
======================
Trade:
## Requirements:
- Requires a building that can employ Merchants
## Effects:
- Trading House Building (+1 Gold from bonus health resources, +2 gold, +15% food kept)
## Obsoletes:
- Never
======================
Philosophy:
## Requirements:
- Tech Education
## Effects:
- Think Tank Building (+50% great people birth, +25% science)
## Obsoletes:
- Never
======================
Controversy:
## Requirements:
- Era Renaissance
- At least 4 original Cities (scales with mapsize)
## Effects:
- Temporary Effect: Exhibition of Controversy (empirewide effects: +100% unhappiness from no. of cities, +100% great person birth rate, +100% culture)
## Obsoletes:
- Tech Scientific Theory
======================
Defense:
## Requirements:
- Tech Masonry
## Effects:
- Heals City
- Palisade Building (+6 Defense, +2 Happiness)
## Obsoletes:
- Tech Electricity
======================
Adv. Defense:
## Requirements:
- Tech Electricity
## Effects:
- Heals City
- Bunker Building (+13.5 Defense, +33% Science)
## Obsoletes:
- Never
======================
Technology:
## Requirements:
- Tech Scientific Theory
- Oxford University built in empire
## Effects:
- Ars Technica (Artist Specialists +2 gold in empire, +1 Culture and +25% Culture in city)
## Obsoletes:
- Never!
======================
Servitude:
## Requirements:
- Building Military Academy
- Garrison in City
## Effects:
- +100 Exp for Garrison
## Obsoletes:
- Never
======================
Empowerment:
## Requirements:
- Policy Populism
## Effects:
- Receive a Free Policy
## Obsoletes:
- Never
======================
Benevolence:
## Requirements:
- Policy Protectionism
- Era Industrial
## Effects:
- Receive a Great Artist
## Obsoletes:
- Never
======================
Exchange:
## Requirements:
- Tech Economics
- Building Bank
## Effects:
- Temporary Effect: Exchange Market (+100% income from trade routes)
## Obsoletes:
- Never
======================
Ecology:
## Requirements:
- Tech Ecology
## Effects:
- Ecological Center Building (+1Food/+1Gold from forests/jungles, +2food/+2gold from oasis, +1 science from water tiles)
## Obsoletes:
- Never
======================

TanisX
Feb 04, 2011, 07:54 AM
Looks promising but left click doesn't do anything for me when trying to bring up the themes popup.

Moaf
Feb 04, 2011, 08:05 AM
So far the popup only opens when you have won the election - i'll add it to the todo list!

TanisX
Feb 04, 2011, 08:22 AM
I've won several times all left click does is move to the city that won.

Moaf
Feb 04, 2011, 09:15 AM
Hm.. weird. I just checked myself if i made some errors while cleaning up the code, and it seems to works as intended.

It only works when you click on it when it looks like this:
http://forums.civfanatics.com/attachment.php?attachmentid=281587&stc=1&d=1296818245

Did you save/load the game? (because save/loading isnt really tested properly so far)

TanisX
Feb 04, 2011, 09:57 AM
Hm.. weird. I just checked myself if i made some errors while cleaning up the code, and it seems to works as intended.

It only works when you click on it when it looks like this:
http://forums.civfanatics.com/attachment.php?attachmentid=281587&stc=1&d=1296818245

Did you save/load the game? (because save/loading isnt really tested properly so far)

No save loads, I tried left-clicking the box with the nation icon just how that picture is but nothing happens.

Moaf
Feb 04, 2011, 05:14 PM
Sorry for the late reply...
Do you have any other mods installed?

And what are the settings you play on?

And.. thanks for testing out the mod :)

TanisX
Feb 04, 2011, 06:47 PM
Sorry for the late reply...
Do you have any other mods installed?

And what are the settings you play on?

And.. thanks for testing out the mod :)

Yep that's the problem its another mod. Do you change something to socialpolicy popup?

Moaf
Feb 05, 2011, 02:15 AM
Actually i change nothing in other mods and i don't override any vanilla files.
Hm, could also have something to do with the import into vfs property;

I'll check that out;

edit: Oh and can you tell me which mod you use?

edit2: version 0.2 is now live (fixed save/load crashes)

TanisX
Feb 05, 2011, 10:42 AM
I use Procylon's Call to Power mod.

I get this error msg when I left click your button:

Runtime Error: [string "C:\Users\test\Documents\My Games\Sid Meier'..."]:266: attempt to index field '?' (a nil value)

Sorry it cuts off the full filename path.

Looks like in XmlData.lua

function FailsPolicyCheck(player, ccType)
return (ccType.PolicyRequired ~= nil) and (not player:HasPolicy(GameInfo.Policies[ccType.PolicyRequired].ID));
end

Call to Power changes the policies so that's the conflict.

Moaf
Feb 05, 2011, 01:36 PM
great, thanks for testing :goodjob:

i'll fix it asap

TanisX
Feb 05, 2011, 06:59 PM
Should only the capital city be selected as the cultural captial? When I win it seems to be random which one of my cities is selected.

Moaf
Feb 06, 2011, 02:17 AM
I updated the rules section in the OP. So far it is random, but the cities must fulfill specific requirements to become the cultural capital.

Seek
Feb 06, 2011, 09:43 AM
This mod looks intriguing! A couple questions/suggestions:

What are the themes? It might be worth discussing them individually here and listing them with their effects in the first post would make it easier to do so.

One thing that seems problematic is a civ winning the election over and over and - depending on the power of the themes - becoming a runaway civ, so should there be a cooldown to prevent a winner from getting the election two times in a row?

If possible, I'd suggest adding negative points toward the election from puppets. The "build two cities, puppet the world and win by culture" strategy is already quite powerful, and this mod may exacerbate that.

But I'll load this up with my next game and report after playing.:goodjob:

Moaf
Feb 06, 2011, 10:19 AM
Thanks for posting your great ideas!

What are the themes? It might be worth discussing them individually here and listing them with their effects in the first post would make it easier to do so.
I'll post a list of Themes later on in the OP.

One thing that seems problematic is a civ winning the election over and over and - depending on the power of the themes - becoming a runaway civ, so should there be a cooldown to prevent a winner from getting the election two times in a row?
Yeah, I already thought about that; as it is now, the overflow of the last election gets carried over so other non-winning civs have more time to catch up. But if it is still too powerful I'll definitely implement that. Or better I'll implement it anyways and make it changeable via xml.

If possible, I'd suggest adding negative points toward the election from puppets. The "build two cities, puppet the world and win by culture" strategy is already quite powerful, and this mod may exacerbate that.
Cool idea, I will definitely look into that. :goodjob:
edit: Ah, actually i already give malus points from every city(include puppetted ones)! (Stupid me)

But I'll load this up with my next game and report after playing.:goodjob:
That would be really great! As it is now, I'm sure it is imbalanced as hell, so don't be surprised if you win in 100 turns by Cultural Victory. :crazyeye:

Oh, and by the way I've released v0.3-beta.
- Improved mod to work better with other mods
- Added two new Themes
- Some minor Crash fixes
- Added more functionality for Modding the XML-Files

I hope it's now possible to play it with the ctp mod (but I don't know if it's recommended to do so, since the numbers in the ctp mod seem to be waaay different).

edit:
D'oh! I just uploaded a version with debug variables on!
0.4-beta uploaded.

Seek
Feb 06, 2011, 10:41 AM
That would be really great! As it is now, I'm sure it is imbalanced as hell, so don't be surprised if you win in 100 turns by Cultural Victory. :crazyeye:

Oh, and by the way I've released v0.3-beta.
- Improved mod to work better with other mods
- Added two new Themes
- Some minor Crash fixes
- Added more functionality for Modding the XML-Files
...
0.4-beta uploaded.

At first glance the themes do seem *very* OP, at least for the early game. Can there be different themes for each era? That would go a long way towards easier balancing.

Just started a new game playing with Thal's Balance Mods and version .03 of this, and I won the election on turn one:confused: (it could be he adds "dummy" buildings/wonders that are invisible but count as a world wonder by your mod) - but I'll give the .04 release a try.

EDIT: Seems to be working properly in v.04:)

Moaf
Feb 06, 2011, 04:51 PM
Thanks for replying, I added now a list of current themes with corresponding values to the OPs.

TanisX
Feb 06, 2011, 05:40 PM
I played this without any mods but I can't get the theme that requires Oxford University. It always shows Oxford University in the not met requirements part eventhough I have it.

Seek
Feb 06, 2011, 11:35 PM
Thanks for replying, I added now a list of current themes with corresponding values to the OPs.

Sorry, I didn't notice the prereqs when I looked at the ingame theme selection.:p Will report on balance issues (if any) after I play with it some more.:)

Moaf
Feb 07, 2011, 07:19 AM
I played this without any mods but I can't get the theme that requires Oxford University. It always shows Oxford University in the not met requirements part eventhough I have it.
Thanks! I fixed that and it will be released with the next version.

Sorry, I didn't notice the prereqs when I looked at the ingame theme selection. Will report on balance issues (if any) after I play with it some more.
Looking forward to it :). That means I'll wait a bit with balacing

Sneaks
Feb 07, 2011, 10:31 PM
Looks cool. I plan on giving this bad boy a spin.

Gilgamesch
Feb 08, 2011, 04:13 PM
Nice work:goodjob:
I played some games with this mod, and i find it very interesting :D
I have some ctd with maps bigger than standard, but the other sizes work fine, i also played with other mods (call to power;), and its a funny way to play the game.
Btw will you create a theme that produces great persons ?
I will have an eye on your great work:king:

Seek
Feb 08, 2011, 04:27 PM
I played a very culture-heavy, two city, very peaceful game to test this and got the capitol almost every time. The themes which granted the wonder building speedup and the population were pretty much all I chose; I'd suggest nerfing them. If possible, two requests: it would also be nice to have a reference ingame for the theme's prerequisites, and to list themes' bonuses in the browser (jumping back and forth from the 'pedia was kind of annoying). Thanks, and great work:)

Moaf
Feb 09, 2011, 02:31 AM
Thanks for the input :)

Btw will you create a theme that produces great persons ?
Hmm, good question; So far i have added one Theme (Benevolence) that grants you a great Artist. Since GPs are really strong I'll probably add them only for lategame themes.

I played a very culture-heavy, two city, very peaceful game to test this and got the capitol almost every time. The themes which granted the wonder building speedup and the population were pretty much all I chose; I'd suggest nerfing them.
Thanks, will do!

If possible, two requests: it would also be nice to have a reference ingame for the theme's prerequisites, and to list themes' bonuses in the browser (jumping back and forth from the 'pedia was kind of annoying).
I don't quite understand what you mean with the prerequisites - you can always look at them when you right-click on a theme.
i.e.:
http://forums.civfanatics.com/attachment.php?attachmentid=281589&stc=1&d=1296821203

Regarding information about effects, I'll add more of that too, I also think that it's annyoing to open the civilopedia all the time. Adding that to the todo-list!

For v0.5 I'll add the possibility to view themes at any time;

Seek
Feb 09, 2011, 07:48 AM
I don't quite understand what you mean with the prerequisites - you can always look at them when you right-click on a theme.

Ah! Didn't know that.:p
Sorry if I wasn't clear, what I meant was that it would be nice to be able to view themes not unlocked (along with their prereqs) at any time to assist in decision-making about what tech, policy, etc to choose.

Regarding information about effects, I'll add more of that too, I also think that it's annyoing to open the civilopedia all the time. Adding that to the todo-list!

For v0.5 I'll add the possibility to view themes at any time;

Excellent:goodjob:

Moaf
Feb 09, 2011, 10:52 AM
Sorry if I wasn't clear, what I meant was that it would be nice to be able to view themes not unlocked (along with their prereqs) at any time to assist in decision-making about what tech, policy, etc to choose.

Actually you can; just tick the "Show all themes" button on the bottom left of the window :)

Sneaks
Feb 09, 2011, 11:15 AM
I would love to see some sort of results window at the end of every "vote" much like there is with diplo victories.

Seek
Feb 09, 2011, 11:22 AM
Actually you can; just tick the "Show all themes" button on the bottom left of the window :)

Jeez I'm an idiot:lol:

Gilgamesch
Feb 09, 2011, 03:56 PM
suggest when you win the election over and over , please higher the cost of new culture(maybe with a system 5%,10%, 15% and so on):)

DragonGreen
Feb 11, 2011, 03:39 AM
This is a very interesting mod!

I think this one has potential to become an elementary gameplay feature.

I didn't try it out yet, but soon :)

I hope you continue to work on this mod.

Because some themes seem to be imba for cultural victory, it could be interesting using this "theme"-idea for other domains such as battles, diplomatic and so on. So it could be interesting to have the same mechanism for "winning elections" being e.g. the best warmonger in order to get some bonuses by the "war" themes.

What do you think about it?

Moaf
Feb 12, 2011, 02:01 PM
Version 0.5 has been released! View the opening post to see the changes.

Thanks all for your comments (sorry for answering that late, have been busy implementing :D).

I would love to see some sort of results window at the end of every "vote" much like there is with diplo victories.
I included now an overview window in the latest patch, where you can see all winners.

suggest when you win the election over and over , please higher the cost of new culture(maybe with a system 5%,10%, 15% and so on)
Also included in the new patch! You now get only 20% for the next election if you have won.

This is a very interesting mod!

I think this one has potential to become an elementary gameplay feature.
Thanks :)


Because some themes seem to be imba for cultural victory, it could be interesting using this "theme"-idea for other domains such as battles, diplomatic and so on. So it could be interesting to have the same mechanism for "winning elections" being e.g. the best warmonger in order to get some bonuses by the "war" themes.

What do you think about it?
Well, there are already some themes for warmongers. But I am trying to not influence the Elections by war, since playing with this strategy is already powerful enough (in my opinion). I also thought about including a completely offensive theme, but I'll have to look further into lua for what's possible there.

Moaf
Feb 15, 2011, 08:08 AM
Cultural Capital Mod v0.6 has been released!

Patch notes:

--------------
v0.6:
# Added now a better AI functionality that chooses based on viability, needs and flavors (instead of random)

# Balance Changes:
- Changed Tech-Requirement for Theme Construction to Metal Casting
- Improved Theme Controversy Bonuses
- Changed Building-Requirement for Theme Exchange to have a National Treasury in the Empire and reduced its Bonuses
- Slightly reduced progress cost for elections

# Misc:
- Included Whys' SaveUtils v8.

Gilgamesch
Feb 17, 2011, 02:53 PM
Good news:)
______________
Now i have a few playthroughs , (still with ctp and other mods), and the running to win the cultural election , is very nice(hard). No problems. Well for cultural players a must have mod.:goodjob:

Moaf
Feb 18, 2011, 06:32 AM
Thanks for the feedback Gilgamesch, good to see that it works! :)

Just for a short roundup what v0.7 will include:

- Ability to bribe the committee with gold
- Adding a progress view in the overview
- Balance Changes and two more Themes

Sneaks
Feb 18, 2011, 10:38 AM
I would suggest not including the bribery piece. Will the AI really understand how to use it?

Moaf
Feb 18, 2011, 04:56 PM
I would suggest not including the bribery piece. Will the AI really understand how to use it?

Well that depends on how well I will implement the :borg: ai for that

Gilgamesch
Feb 19, 2011, 04:10 AM
So i like the idea of bribery, some times only one turn remains to win the election, and what happens? The ai wins, and i am angry. Hopefully the ai will bribery to.

Moaf
Feb 19, 2011, 02:38 PM
So i like the idea of bribery, some times only one turn remains to win the election, and what happens? The ai wins, and i am angry. Hopefully the ai will bribery to.

Hehe :D
Yeah I'm right now on it to implement the AI. Let's see how well it will perform :think:

Sneaks
Feb 19, 2011, 03:12 PM
Another reason why I really dislike the bribery system is this: You state that a purpose behind this mod is to make culture more relevant. If you add a bribery system, I could theoretically completely avoid culture, and just ICS my economy, then bribe my way into bonuses. Given that the ICS approach has less downside in an overall gameplay perspective, I would be smartest to just treat the Culture Committee like another City-State. Culture is underpowered as is, and adding bribery will only underpower it worse.

Moriboe
Feb 19, 2011, 03:15 PM
Had a game with 0.5 and enjoyed it a lot :) Some remarks:

I was playing a culture-heavy strategy and so won every 2 votes alternatively, which became very predictable. Maybe more focus on recent achievements (since the last vote) could keep the race exciting? This may also reduce the need for malus points and could serve as quest-like (harder) prerequisites for themes.

Another point is the voting by committee, which I found a strange concept in the early ages. In my mind I considered a win the result of the fame through accounts of travelling writers or simply the legendary achievements of the city spreading through word-of-mouth. Which may of course be what it's supposed to represent.

But really, I was very impressed with this mod. Keep up the great work!

Gilgamesch
Feb 19, 2011, 05:32 PM
At Moriboe: Try the newest version, the malussystem is fixed. When you are playing on higher difficult (immortal or deity),the run become very hard. But even on price it is hard to rewin the cultural capital.

Moaf
Feb 20, 2011, 03:07 AM
@Sneaks:
We share the same worries :lol:
That's the reason why i didn't implement the bribery system in the way of "give x amount of gold, receive instantly x amount of election points". The reason why I try to add a bribery system is that I want to give the player at least some sort of control, without giving players that have basicly an infinite amount of gold too much power.
As it works right now is that you spend an increasing amount money, but instead boost your election points by e.g. 200% for 6 turns (so you still need a good amount of base points per turn). After that you'll have to wait e.g. 20 turns until you can bribe again. (These numbers are all of course a matter of balance)

@Moriboe:
Glad to hear that you enjoyed your last game :)
Maybe more focus on recent achievements (since the last vote) could keep the race exciting? This may also reduce the need for malus points and could serve as quest-like (harder) prerequisites for themes.
Would you care to elaborate a bit on this? Making it quest-like would be interesting for sure. But this needs more thought for sure!

Another point is the voting by committee, which I found a strange concept in the early ages. In my mind I considered a win the result of the fame through accounts of travelling writers or simply the legendary achievements of the city spreading through word-of-mouth. Which may of course be what it's supposed to represent.
Okay. You got me there :sad:. It is strange for early ages. The possibilities to reduce the strangeness in early ages i thought of so far are:
- increase the amount of wonders needed to 3, or
- the player needs to be in medieval era to form the committee, or (the most comfortable idea)
- leave it as it is and let the player make sense of everything himself :D

Moriboe
Feb 20, 2011, 03:03 PM
Recent achievements could be as simple as "most wonders/culture buildings (relative to civ size) constructed since the last vote", which could have an impact on building strategy: do I maintain constant development and try to win as many elections as possible, or do I focus on winning once every X votes?
As for "quests"; the word was probably too strong. You could have bonus points for outstanding achievements (tied to the current vote or age), such as: have the highest literacy rate, the city with the highest defence, the highest average city population, the longest trade route, the highest level of industrialisation, ... You may then e.g. require to have collected sufficient scientific bonus points to choose a scientific theme etc..

Gilgamesch
Feb 20, 2011, 03:18 PM
In my current game on deity (replaced by sid), the ais getting all cultural capitols without one for me (now turn 200 marathon), and it seems the where fighting for the run. Very funny i lose the long run and take their cultural capitals where i could.

Moaf
Feb 23, 2011, 06:12 AM
Cultural Capitals v0.7 has been released!

The Change-Log:

--------------
v0.7:

# Gameplay Changes:
- Added now an ability to Bribe the Election
- Changed Election Progression
- Added new Theme Geology
- Added new Theme Entertainment
- Removed wonder-requirement to get election points

# Balance Changes:
- Construction Hall/Trading House/Think Tank yield now +2 Production/+2 Gold/+3 Science after Steam Power/Economics/Scientific Theory was researched
- Removed base Gold bonus from Trading House and reduced food bonus to 10% (down from 15%)
- Reduced Production Bonus from Construction Hall to 33% (down from 40%)
- Reduced Culture Bonus for Ars Technica (from 5 to 2)
- Theme Controversy obsoletes when Electricity researched (instead of Scientific Theory)
- Theme Architecture obsoletes when Industrial Era reached
- Theme Horizon obsoletes when Industrial Era reached
- Theme Loyalty obsoletes when Industrial Era reached
- Theme Empowerment obsoletes when Computers researched
- Theme Defense requires now Construction (instead of Masonry)
- Removed Specialist Artist from Imperial Cathedral, but increased Culture (from 1 to 2)
- Slightly reduced food bonus for Theme Horizon
- Reduced Theme Exhibition Great Artist change rate (from 6 to 3)

# Misc:
- AI picks now themes based on a weighted probability
- AI bribes based on flavors
- Added now a Progress View in the overview
- UI Changes (merged effects and requirements on one page in the themes view)

Sneaks
Feb 23, 2011, 09:04 AM
Nice work as usual. I will give this a go tonight.

Gilgamesch
Feb 24, 2011, 04:16 AM
The next time i will play a new game , i give the new version a start. For now i have no problems with v0.6, and all seems cool.
:D Mostly the cultural capitol is wandering around the world, and the ai select the themes on a good way;). On higher levels( immortal...) its very difficult to win over and over again (nearly impossible), so like it.

Sneaks
Feb 24, 2011, 08:24 AM
I really like the new system. Especially like how much depth you put into the AI for it. Mind if I add this to the CCMAT II modpack as an optional mod?

Moaf
Feb 24, 2011, 09:54 AM
I really like the new system. Especially like how much depth you put into the AI for it. Mind if I add this to the CCMAT II modpack as an optional mod?

That would be awesome :) Really like your CCMAT modpack! :goodjob:

But before you add it, I could implement an on/off switch so there's no need to enable/disable it manually in the files.

edit: Ok, i just added a gameoption, was easier to disable/enable the mod than i thought. (it's still not published... i upload the modified version 0.7 here in the mod db - link is in the OP)
edit2: Done.

Gilgamesch
Feb 24, 2011, 01:55 PM
:)Nice version, all looks good even with the newest ctp version. And yes i like the system of bribery.:D

Moaf
Mar 03, 2011, 10:48 AM
Cultural Capitals v0.8 has been released!

--------------
v0.8:

# Gameplay Changes:
- Think Tank: Removed Great Scientist Point
- Construction Hall: Decreased Production Bonuses from 33% to 25%
- Geology Museum: Decreased Culture from Resources to 1, added 1 base culture and can employ an artist specialist.
- Imperial Cathedral: Reduced Happiness from 5 to 4
- Ecological Center: Removed Gold Bonuses

# Misc:
- Bugfixes and Changes in AI Code
- Small UI Changes

(I haven't uploaded this to the modbrowser yet since modbuddy keeps on crashing on me :sad:)

Mylon
Mar 03, 2011, 01:31 PM
I like the idea of malus points. I think I may use that instead of progressively increasing social policy costs.

Gilgamesch
Mar 05, 2011, 12:52 PM
Got some problems to install your new version, but after fixed all works fine.
Maybe a suggestion for a theme that reduce the cultural output of another civ?
"Propaganda"
For some turns it will lower the culturerate of a enemy nation.
Great work Moaf

Gilgamesch
Mar 14, 2011, 11:59 AM
Hallo Moaf. Momentan habe ich den Mod ausgeschaltet da er einige ctd verursacht hat, allerdings denke ich das, dass dies mit ctp zusammenhängt.(Oder auch nicht) Es wäre nett wenn du mal über meinen vorherigen Vorschlag zwecks zeitweilliger reduzierung, einer gegnerischen ai kulturrate nachdenken würdest.
Hoffe das du das hier lesen kannst, als österreicher solltest du es eigentlich.
Netter Mod wurde schon gesagt. Danke für die Antwort.

skodkim
Mar 16, 2011, 02:27 AM
Hi

Great mod first of all - it makes the game a lot more interesting!

Just started my second game using it however and now I seem to experience a bug: Every time I fire up Civ and load a game it seems one of my cities is selected as Cultural Capital that round. That certainly didn't happen in my first game.

\Skodkim

Moaf
Mar 16, 2011, 02:58 AM
Hello skodkim,

that should of course not happen :blush:.
Could you tell me which version you use, and at which state the game was when you saved it (no cultural committee formed yet, you won it prior to saving, saving while the election is in progress, etc.)? Would be really helpful to trace that bug.

skodkim
Mar 16, 2011, 06:47 AM
Hello skodkim,

that should of course not happen :blush:.
Could you tell me which version you use, and at which state the game was when you saved it (no cultural committee formed yet, you won it prior to saving, saving while the election is in progress, etc.)? Would be really helpful to trace that bug.

Hmm - I really don't know but I just did a little test and did find one bug: If you

Finish the second wonder of your empire (thereby forming the first cultural commitee)
close the window where you select the bonus for the CC
Save the game
Exit the game
Start up Civ
Load the game

You'll be notified that no Cultural commitee has been formed yet.

I'll be back if I find more - keep up the good work. This mod is FUN! :king:

\Skodkim

EDIT: Damn - it seems this might be a result of incompatibility with other mods. I'll se what I can dig up. First of all I suspect Thals combined mod/CS diplomacy and Food Economy, but it's just a hunch

skodkim
Mar 16, 2011, 08:07 AM
Hi

After a lot of digging I found out that the problem is incompatibility with Cultural Capitals (v 8) and Unofficial Patch and Thals Balance (v 56). This is how I tested:


Started a new game with Cultural Capitals (v 8) and Unofficial Patch and Thals Balance (v 56) enabled in that order
Gave my player all ancient techs and two great engineers via the Firetuner
Rush built two wonders
Formed a cultural commitee and selected a random bonus
saved the game
exited Civ
Entered Civ and loaded the game

When I had loaded the game I found that no cultural commitee had been selected even though that was clearly the case.

I really hope for a fix as I was getting to like the game running these (and other mods).

\Skodkim

Edit: Just found out that it doens happen with Thals mod v. 5.4

Moaf
Mar 16, 2011, 08:53 AM
Thanks skodkim for that report! :)

I will test it with Thals mod v5.4 and check if there are any more problems with saving.
Sadly, it's not the only thing that Thals mod is messing around. The mod also removes all building help texts, rendering the tooltips for theme-effects useless. I haven't looked into that in detail yet (since I'm a bit out of time this week).

skodkim
Mar 16, 2011, 09:06 AM
Thanks skodkim for that report! :)

I will test it with Thals mod v5.4 and check if there are any more problems with saving.
Sadly, it's not the only thing that Thals mod is messing around. The mod also removes all building help texts, rendering the tooltips for theme-effects useless. I haven't looked into that in detail yet (since I'm a bit out of time this week).

Well good luck in your hunt. And just in case I didn't make it clear: It works with Thals v 5.4 but not with v 5.6 (newest version)

Anyway - thanks for the quick replies and thanks for a great and interesting mod :goodjob:

\Skodkim

skodkim
Mar 16, 2011, 01:47 PM
Hi

An update: Just wanted to add that Cultural Capitals doesn't work with the new Unofficial Patch and Thals Balance (v 57) either.

I just did a test with v54 again and I can confirm that it works.

\Skodkim

Gilgamesch
Mar 16, 2011, 02:14 PM
So i started a game without ctp on deity and no problems. But yeah the ai is beating me, and it make a lot of fun even if i will lose. My time will come.

skodkim
Mar 19, 2011, 01:52 AM
Hi Moaf
Any news on the incompabiliy with Thals mods. v 6.1 was released yesterday but it isn't compatible either.

IF I have some time (limited with wife and two small kids - one sick) I might try to make a test to see what specific files from Thals v5.6 and up are breaking the mod. Do you have any ideas what I should search for in that case?

\Skodkim

Moaf
Mar 19, 2011, 11:31 AM
Hello Skodkim,
thanks for your offer, help is always welcome. :)
I'm changing some things right now and hope that the problem will be fixed. I'll check in later for a small update.

Update: In the time i had the only thing i found out so far is that there are problems with Whys Saveutils, both mods function fine on their own, but as soon both are activated, the saveutils have huge problems ("Cache not shared"). Have yet to find out why.
Update2: Still don't see why it doesn't work - the values get saved by modid, all save/load calls are after event.loadscreenclose. By both mods. Weird.

skodkim
Mar 20, 2011, 12:08 AM
Moaf

I just found an interesting thing about the incompatibility between Thals mods and Cultural Capital Mod (CCM).

Just to summarize:

CCM and Civ V Unofficial Patch and Thals Balance (v 5) (version 5.4) seemed to work fine together
Upgrading to Unofficial Patch and Thals Balance (v 56) made the mods incompatible (notice the name change in thals mod)


I searched a lot and finally found a solution - not that I understand WHY it works...



I delete all files from the Civ V Unofficial Patch and Thals Balance (v 5) folder save the modinfo file
I take the files from the newest version of thals mod Unofficial Patch and Thals Balance (v 61) (again not the modinfo file) and copy them to the other directory
I make a small change to the modinfo file one XML file changed slightly)
Basically I now have the old modinfo file with the old mod name but with updated XML, lua, ... files.



THERE - I can use the mods together. :confused:

Civ V modding is weird sometimes... :rolleyes:

\Skodkim

Moaf
Mar 20, 2011, 04:29 AM
Thanks for figuring that out skodkim! :goodjob:

Do you know where i can find v54? I can't find it in the modbrowser (the only version closest to v54 is v56) nor here in the threads. If it isn't downloadable anywhere, it would be really helpful if you could attach it. :)

skodkim
Mar 20, 2011, 05:50 AM
Thanks for figuring that out skodkim! :goodjob:

Do you know where i can find v54? I can't find it in the modbrowser (the only version closest to v54 is v56) nor here in the threads. If it isn't downloadable anywhere, it would be really helpful if you could attach it. :)

Sure - here you go

\Skodkim

Moaf
Mar 20, 2011, 07:01 AM
Thanks skodkim, really appreciated :)

skodkim
Mar 20, 2011, 07:20 AM
No problem

When testing I actually found one more incompatibility, but thats only a minor problem.

When I have Random Events (v 7) mod installed as well, I'm not informed when the first cultural comitee is formed (I can click on the button manually and select theme though) and no history point is written.

As said its only a very minor problem. Random Events (v 7) is old. I'm not even sure it works properly any more, so I'll just disable. Just used to like it once as I like the idea of random events.

Are you planning on an update soon? Otherwise I'll just start a game now that I finally got things working (crossing my fingers...).

\Skodkim

Moaf
Mar 20, 2011, 10:31 AM
Hm, since i can't get my head around why this won't work you can play for sure at least one more round. :)
The incompatibility happens mostly when other mods are just changing vanilla files - there are two ways to make them compatible: create a workaround in my mod or alter the other mods. Because it doesn't make too much sense to create a workaround for every mod that changes vanilla files, they need themselves an update to be less intrusive to the vanilla files. But the next problem is, that some features cannot work without altering the vanillas :undecide:.

Zyxpsilon
Mar 20, 2011, 11:13 AM
You're simply using shared resources and there's a battle raging on who gets access to them first.
It's not compatibility *between* different Mods but rather if common caching can provide reliable outputs when simultaneous processes grab their values in linear r/w.
Again, as it has always been... it becomes a matter of two (or more, btw) modders acknowledging their principles & methods.
For example; TopPanel, DiploCorner and InGameUI (addin, etc).

Moaf
Mar 20, 2011, 02:02 PM
Okay, the problem with sharing of resources seems to stem from thals mod - nothing i could do there. These warnings occur even if thals mod is loaded only. (And I'm not sure where sharing issues between our mods should happen - all data r/w operations shouldn't create any problems, since there is no data both mods are using)

After loading up both mods and trying to exit/load a game the error messages get weird. I get a lot of these runtime errors that really don't tell me much where the problem lies:
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:12: attempt to index global 'Game' (a nil value)
or
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
(which is located in ThalsUtilities.lua)

Why are those variables suddenly nil'd when using both mods together?

:crazyeye: Halp!

skodkim
Mar 21, 2011, 12:00 AM
So is this something Thal should be made aware of?

I'll start a new game as soon as I get a chance.

\Skodkim

Moaf
Mar 21, 2011, 03:56 AM
I don't know yet. There could still a problem with concurrency I'm not aware of yet. Trying to isolate the problem in hope to corner the bug :trouble:. There is no escape.

@Zyxpsilon,
which other concurrency problems can occur between mods (i disabled caching in SaveUtils so there shouldn't be any problems within my codebase; i do not use ShareData)?

Moaf
Mar 21, 2011, 04:44 AM
Okay, after trying again with just Thals balance mod v61, i found out that it has apparently nothing to do with my mod at all (i stupidly assumed that those errors happened only when both mods are active at the same time) - i even get runtime errors when exiting/loading a game just with this mod.
I'll post in Thals thread.

skodkim
Mar 21, 2011, 04:58 AM
Well, that seems like both good and bad news.

Great you took time to go into it!

\Skodkim

Zyxpsilon
Mar 21, 2011, 03:41 PM
@Zyxpsilon,
which other concurrency problems can occur between mods (i disabled caching in SaveUtils so there shouldn't be any problems within my codebase; i do not use ShareData)?

Too many to even try a comprehensive list here.

Let's use a general approach to "Conflictual" assets;
- Anything which tackles Vanilla files runs an inherent risk of coincidental flaws when two mods or more are performing similar tasks.
- Why's SaveUtils is more of a "track-out" device that can monitor specific processes. A mod tool, if you wish. Extremely useful, but can lead to corrupted shared data if r/w concurrency routines loop the wrong variables.
- Cache is a deposit gimmick. An emergency pool of valid runtime elements that is in constant flux when accessed directly or otherwise.

I highly doubt, Thal has neglected to design provisions and assets for HIS procedural methods in Balance Combined. As for it being compatible with every other mods, why should he (somehow) bother.

Btw, welcome to LeoPaRd (Link in the sig below) integration... you'll need an Icon later on.

Gilgamesch
Mar 21, 2011, 04:13 PM
I don't know yet. There could still a problem with concurrency I'm not aware of yet. Trying to isolate the problem in hope to corner the bug :trouble:. There is no escape.


Of course ctp causes ctd maybe the same bug. I have several problems when i use ctp and cultural capitol.

Moaf
Mar 24, 2011, 10:09 AM
Cultural Capitals v0.9 has been released.

The ChangeLog:

--------------
v0.9:

# Gameplay Changes:
- Added new Theme Labor
- Added new Theme Extraction
- Added new Theme Deep Extraction

# Balance Changes:
- Construction Hall: Has now a Base Production of 1.

# Misc:
- Tooltip for effects appear now when using Thals Balance mod.
- Small code base changes for better interop between mods.

skodkim
Mar 25, 2011, 03:12 AM
Hi Moaf

Just thought I'd let you know that I'm currently playing a game with version 0.8 and enjoying it immensely.

Just one input however: I think the Horizon theme is overpowered and I almost always end up choosing it (except for the fact that it almost seems like cheating). Suggestions could be either: A) receive one settler and e.g. 2 food or
B) introducing (if possible) some kind of mechanism where a player could not select the same theme again for a number of selections, e.g. if you select a theme at upon winning a selection you'll not be able to select the theme again before YOU've won 3 more selections.

\Skodkim

Moaf
Mar 25, 2011, 07:12 PM
skodkim, thanks for your ideas. :)
I implemented it now the way you suggested. Only one settler but a bit more food.

About introducing a cooldown for themes: I have also had this idea in mind, but so far I think it would be a bit too restrictive. In my opinion it comes more down to balancing the themes themselves. But I'll keep this in mind for sure in case there are roadblocks that would make balancing the themes impossible.

@Zyxpsilon:
(dunno how my brain did that, but it skipped your last posting)
Coolio. :) I'll think about an icon idea and post it in your thread.

skodkim
Mar 27, 2011, 06:49 AM
skodkim, thanks for your ideas. :)
I implemented it now the way you suggested. Only one settler but a bit more food.

Good to hear

Did you upload the changes? If not what numbers did you put in? I could try to change them in v8 which I'm currently using and see how I feel aout it.

\Skodkim

Moaf
Mar 27, 2011, 07:01 AM
Skodkim, no I haven't uploaded it yet, but i can do that if you want.
I'll change the status of version 10 from beta to stable, since it seems to run smoothly so far.

The list of changes in version 1.0 so far (not released on mod browser, since i want to add a little bit more for version 1.0):


--------------
v1.0 aka v10 (Changed from Beta to Stable):

# Theme Changes:
- Theme Horizon gives now only one Settler, but improved food bonus (1.5 base + 0.5 per Era)
- Theme Ecology now correctly gives +1 Food on Jungle Features
- Theme Entertainment Happiness bonus reduced to 5 (from 6)
- Theme Faith requirement changed from Policy Organized Religion to Building Temple
- Theme Exchange obsoletes now when Computers researched
- Theme Labor obsoletes now when Steam Power researched

#TODO for v1.0:
- Small UI Changes

skodkim
Mar 27, 2011, 11:17 PM
No reason to upload v 1.0 for my sake only. As said I'm currently enjoying a game with v0.8 enabled.

\Skodkim

skodkim
Apr 01, 2011, 02:28 PM
Hi Moaf

Thinking about starting a new game soon as I've made a lot of small tweaks on my own mod here and there. Just wantred to check how you're doing with v1.0 before I do? Would hate to start a new game and see it released the next day.

\Skodkim

Moaf
Apr 01, 2011, 03:23 PM
Hey skodkim,

I've attached the latest build of v1.0 (but I didn't have much time for many changes yet).

skodkim
Apr 03, 2011, 10:31 PM
Hi Moaf

Going to give v1.0 a try. First thing I noticed was that I seemed to get four notifications when I completed my first two wonders. Intentional?

Edit: More info

One pair is with leader name in the notification and one isn't. Maybe something you've been working on where you haven't deleted the old notification.

\Skodkim

Moaf
Apr 04, 2011, 04:40 AM
Hey skodkim,

I had that bug too. But after deleting the old version (that was still installed) the bug disappeared.

skodkim
Apr 04, 2011, 05:23 AM
Hey skodkim,

I had that bug too. But after deleting the old version (that was still installed) the bug disappeared.

I've got the old version installed too. Will try uninstalling next time I'm in fromt of Civ and hopefully that'll do it.

\Skodkim

skodkim
May 04, 2011, 03:38 AM
Hi Moaf

Any news on v10?

Will start a new game now that the patch is out and I'd hate to miss a new release of your great mod.

\Skodkim

black213
Jun 06, 2011, 10:46 AM
This mod still alive?

civnoob13
Jun 10, 2011, 04:00 PM
It should be - it is a great mod after all. Adds a LOT of fun to the game.

skodkim
Jul 05, 2011, 08:31 AM
Hi Moaf

Very sorry that you seem to have abandoned this mod. Its one of the few original ones out there that actually does anything else than make copies of vanilla ideas (e.g. a "new wonder" with the same benefits as an existing one).

Luckily it seems that v10 works with the latest patch so we can still enjoy it.

If you really have abandoned the mod it would be great for some kind of sign from you and maybe even permission for others to take over on your ideas where you left off.

\Skodkim

Moaf
Aug 25, 2011, 03:48 PM
Hello, sorry for responding that late...

Since I didn't have too much fun playing lately (probably because I played it so long that i need a really big pause :P), I did not have too much passion to continue developing this mod.
But it is sure great if someone would continue with developing it (so yeah, permission granted! :lol:)

Also, as of now Civilization Nights is using a modded version of Cultural Capitals. I didn't play this mod or look how much was changed, but seeing that my mod is being used sounds delightful.

Gilgamesch
Aug 26, 2011, 01:08 PM
just to say. your mod works great, after all the patches. but i have some problems to run it with random events. Sometimes i tried o load your mod first and then visa versa. This works, i build the first cultural capitol, but when the ai wins the run they do nothing. In fakt the mod seems to be broken because i only have random event installed. So when i get some time i will try to work out this problem, and inform you.
Its allways funny to play with this mod, i would prefer, if someone keep going your great work . or you went back to ciV like me( i played to much and stopt , but after the patches i love the game more than before, and have to play)
Thanks for this really wunderschönen mod!

TheKingOfBigOz
Sep 05, 2011, 08:16 AM
.. why is this pretty much exactly same as the Night's Cultural Revolution :/?

skodkim
Sep 05, 2011, 09:06 AM
.. why is this pretty much exactly same as the Night's Cultural Revolution :/?

You only have to read two posts upwards...

\Skodkim

Sneaks
Sep 05, 2011, 11:40 AM
.. why is this pretty much exactly same as the Night's Cultural Revolution :/?

NIGHTS simply took the code of this mod and changed the naming on it and individual effects. My hope is markus credits Moaf somewhere over in his forum.

markusbeutel
Sep 05, 2011, 12:18 PM
NIGHTS simply took the code of this mod and changed the naming on it and individual effects. My hope is markus credits Moaf somewhere over in his forum.

Moaf is listed as a co-creator of NiGHTS on the downloads page, on the cover thread of the NiGHTS sub-forum, in the credits section of the in-game ModBrowser, and wherever else I could fit his name. This is a great mod - one I'd stand no chance of designing from scratch, and people should really give it a try, as it's still fully functional with the vanilla version of CIV V despite all the patches. :)

The Amorphist
Sep 08, 2011, 07:42 PM
Me, in my being so new to combining mods, played over 200 rounds in a Epic game with both NIGHTS and this enabled before I realized that SOMETHING wasn't behaving properly...

:blush:

wuTz
Jan 31, 2012, 07:44 PM
Does the mod still work with newest patches etc.?

Because I like the idea and I played a game as Egyptians. However I only could choose after I won the first election having built 2 wonders.

As time went by, I won several times but nothing happened, only the malus was shown, that I won last time. So I MUST have won several times, but couldn't choose anything...:crazyeye:

markusbeutel
Jan 31, 2012, 07:54 PM
Does the mod still work with newest patches etc.?

Because I like the idea and I played a game as Egyptians. However I only could choose after I won the first election having built 2 wonders.

As time went by, I won several times but nothing happened, only the malus was shown, that I won last time. So I MUST have won several times, but couldn't choose anything...:crazyeye:

You're playing this as a stand-alone mod with vanilla CIV V, right? As such, it should still be working, (seeing that the modified versions is working fine in NiGHTS). Needless to say, using both together won't work. Try applying the manual install instructions if you're still having problems.


1. Download and copy file into C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
2. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
3. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
4. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
5. Load CIV V and click Install button in the ModBrowser.

wuTz
Jan 31, 2012, 09:25 PM
Thanks for your reply.

I think it was incompitability with other mods i run... i will playtest again and tell if the problem is solved...

skodkim
Feb 01, 2012, 01:11 AM
I run it in conjunction with a lot of other mods (VEM, CSD, wonders, infor addict, ...) and haven't really noticed any problems.

Haven't really tested all events though.

\Skodkim

skodkim
Jun 26, 2012, 01:03 PM
Hi

Does anyone have any experience with this mod post G&K?

\Skodkim

Gilgamesch
Jun 26, 2012, 03:01 PM
Hey ;) Yes i play always with this mod on, but there are some bugs with G and K.
it looks like some building you can choose with CC doesnt work, also if you click fast the button for the CC menu to choose your theme its become doubled or more. Still working without crashes but its need a setup. Anyway the ai is using it and all works correctly , but like the bugs i said its work. I tried to figure out what bugs are encountered , but have not found it yet. Maybe i will send a Pm to the creator, but he dont think i will make it done. He has abonded this month since month, because he has no time:rolleyes:

wuTz
Jun 28, 2012, 02:59 PM
I will also try this great mod! with GaK

skodkim
Jun 29, 2012, 01:40 AM
Just did a test last night and while it does create a few lua errors and some effects don't work as intended the mod itself seems to work.

It would be sooooo nice if someone would update this mod as it is really cool!

\Skodkim

Gilgamesch
Jul 02, 2012, 05:44 PM
It would be sooooo nice if someone would update this mod as it is really cool!

\Skodkim

Please, please anybody who can make this mod working correct with G and K.:worship:

skodkim
Jul 03, 2012, 12:58 AM
Please, please anybody who can make this mod working correct with G and K.:worship:

As I see it most parts of the mod works.

Maybe we should start posting the things that don't work? I actually think I got it up and running with some changes I made but I bet theres still some effects that don't work..

Should I upload my version (containing some tweaks to rewards)?

\Skodkim

Gilgamesch
Jul 03, 2012, 03:35 AM
I would like to test your version, and can send you the lua log if this will help, but i learned that my lua skills sucks.:eek:
BTW i ask Moaf if he will rework his Mod, i hope he will come back and enjoy it again with G and K.

skodkim
Jul 03, 2012, 06:48 AM
I would like to test your version, and can send you the lua log if this will help, but i learned that my lua skills sucks.:eek:
BTW i ask Moaf if he will rework his Mod, i hope he will come back and enjoy it again with G and K.

I have almost no lua skilld whatsoever so my changes have been to the xml files.

What have you changed in the lua-files?

\Skodkim

Gilgamesch
Jul 03, 2012, 07:45 AM
I tried to add some new features with lua in the past, but i failed.
BTW i just altered the xml files now too, and removed the culture from buildings, and add them to culture =yields, and its look like all is fine. Will start a test game to see if all works without problems.

skodkim
Jul 03, 2012, 07:54 AM
I tried to add some new features with lua in the past, but i failed.
BTW i just altered the xml files now too, and removed the culture from buildings, and add them to culture =yields, and its look like all is fine. Will start a test game to see if all works without problems.

I did that too. I also added one new early effect giving a faith building, added faith to the "Imperial Cathedral" (?) building plus made some tweaks. It seems to work ok, but there's some effects that I suspect haven't worked for some time. For example I think the "Theme of Extraction" (?) that should give 2 iron doesn't work.

If you say you failed with the lua then I guess theres no point in you uploading the files since I can't make any corrections to them anyway.

\Skodkim

Gilgamesch
Jul 03, 2012, 08:44 AM
I did that too. I also added one new early effect giving a faith building, added faith to the "Imperial Cathedral" (?) building plus made some tweaks. It seems to work ok, but there's some effects that I suspect haven't worked for some time. For example I think the "Theme of Extraction" (?) that should give 2 iron doesn't work.

If you say you failed with the lua then I guess theres no point in you uploading the files since I can't make any corrections to them anyway.

\Skodkim

Strange, the extractions are working fine for me, at least the iron extraction. In my first games with G and K i used it a lot, and never saw a bug.

skodkim
Jul 03, 2012, 08:53 AM
Strange, the extractions are working fine for me, at least the iron extraction. In my first games with G and K i used it a lot, and never saw a bug.

Maybe its just me thats confused about what its supposed to do.

Does it place iron on the map or just add iron to your combined resources (and if so do these disappear after the next election begins..?).

\Skodkim

wuTz
Jul 03, 2012, 08:56 AM
Hey skodim,do you like to upload your version, I can playtest it?

Can you tell me how to create logs, is it the LiveTuner? Or is it simply the Logs folder?
With just playtesting the mod I can't find mistakes (since I play on deity and rarely get the CulturalCapital myself :-) )

So LiveTuner is only for lua or also for XML?!

skodkim
Jul 03, 2012, 12:54 PM
Heres my updated version og tge mod.

Theres no changes to lua, but a few to xml:

An early theme giving a faith building
added faith to the "Imperial Cathedral" (?) building
Some tweaks


Enjoy and please give feedback - although I might not be able to do much about it...

\Skodkim

Gilgamesch
Jul 03, 2012, 05:58 PM
Maybe its just me thats confused about what its supposed to do.

Does it place iron on the map or just add iron to your combined resources (and if so do these disappear after the next election begins..?).

\Skodkim

Normally the new source of iron is placed in the radios of the city, who get this theme.
Also it could be that some improvement, like farm is then in the place for the new iron.
BTw thanks for uploading your version, will try it next time, my xml tweaks are also working fine, all themes i can choose are working correctly.


P.S. Good news Moaf told me, he will buy G and K, and he will work again on this great mod, but we have to wait after the next weekend.
Until then we can play with the changed version, and have a lot of fun:=)

wuTz
Jul 03, 2012, 07:54 PM
Yeah these are good news ;-)

One question: Latest ver from Moaf is v9, right?

Yours is v12, ingame it says v10 so I'm a bit confused now :crazyeye: because I am trying to translate the mod in German language and somehow I can't leftclick on the icon any more...will have to compare the actual files again with v9 from moaf...

skodkim
Jul 04, 2012, 01:10 AM
Yeah these are good news ;-)

One question: Latest ver from Moaf is v9, right?

Yours is v12, ingame it says v10 so I'm a bit confused now :crazyeye: because I am trying to translate the mod in German language and somehow I can't leftclick on the icon any more...will have to compare the actual files again with v9 from moaf...

I think I got v10 as an "unofficial" version from Moaf once but I don't remember anymore. Anyway I just started editing the version number when I updated the mod to make it more clear to me what version I was runnning.

Where does it say v10? I don't think I've experienced that. Did you delete the old version, clear cache etc before starting a new game?

Also I just realised that I never answered your question about enabling logging There's a really good explanation about it here http://forums.civfanatics.com/showthread.php?t=412097

\Skodkim

Moaf
Jul 07, 2012, 07:01 AM
Hello guys, long time no see :)

I've just received G&K and i am currently working on updating this mod!
My tasks are the following:
First, getting the mod to run again without major bugs - meaning i will have to retest a lot of things (will hopefully be released as v10 in the next week, depending on how much has changed in the SDK).
After that, it's all about getting to know the new mechanics in g&k and add/change themes accordingly.

If you encounter any bugs, please let me know!

Best regards,
Moaf

wuTz
Jul 07, 2012, 07:52 AM
I'm so happy. If I had Montezuma I was going to sacrifice the prisoners for meeting you again :-D

Well Moaf, do you think that u could install multi languages for the mod. I started translating v9 and could send you the data, if you like

Moaf
Jul 07, 2012, 10:30 AM
Haha, all I need is just some beer :D

Regarding multilanguage... would be nice if you could do that :). The support for it is already there; I could add another file that contains all non-english language localization values (e.g. just CCLocalization.xml). Also, some texts are subject to change since i will probably have to modify some things.

BR,
Moaf

wuTz
Jul 07, 2012, 12:34 PM
okay, if u think your almost ready, u can send me the pre-version and I will add the text and send it back to you as soon as possible, I think this is the way, since I translated almost everything, but for sure, there will be changes, so I don't have to do the work twice...

skodkim
Jul 09, 2012, 04:57 AM
Hi Moaf

Welcome back! I hope you dont mind that I released a small update to the mod - thought you were loooong gone from CiV.

If you want feel free to use my changes/additions - thought religion related events were much needed so I added an early theme giving a faith building and added faith to the "Imperial Cathedral" (?) building (plus made some tweaks that I hardly remember anymore).

\Skodkim

Gilgamesch
Jul 09, 2012, 11:44 AM
Hi Moaf

Welcome back! I hope you dont mind that I released a small update to the mod - thought you were loooong gone from CiV.

If you want feel free to use my changes/additions - thought religion related events were much needed so I added an early theme giving a faith building and added faith to the "Imperial Cathedral" (?) building (plus made some tweaks that I hardly remember anymore).

\Skodkim

BTW your fix , have a little bug. The CC_MEMORIAL building, doesnt give the culture bonus. Maybe you removed the bonus to fix the culture changes. But you only need to remove the culture tag in the buildings. My Changes are working well, and i get the culture.;)

Moaf
Jul 09, 2012, 03:06 PM
hey skodkim!
nice, maybe you can send me your improvements via pm so i can incorporate them into the latest version? :)

BR,
Moaf

edit:
ah nvm, you have already uploaded it :)

skodkim
Jul 10, 2012, 12:49 AM
hey skodkim!
nice, maybe you can send me your improvements via pm so i can incorporate them into the latest version? :)

BR,
Moaf

edit:
ah nvm, you have already uploaded it :)

Hi Moaf

Just two notices:

The new building BUILDING_CC_TEMPLE is permanent. Maybe it should be made temporary?
Gilgamesch just posted a bug with the GCC_MEMORIAL building. Just checked the xml files and I don't really see any errors - I haven't tried it ingame yet though.


\Skodkim

PS: Really nice you're back - looking forward to a new release! :)

Moaf
Jul 10, 2012, 02:28 PM
hey,
yeah i already fixed the culture changes, so this should be working now.
About the CC_TEMPLE... I'll look over it - but I'll handle the balance issues later. First I'll try to get the mod working properly in G&K. :)

Currently I'm working on fixing a bug that was reported when the CC was captured/destroyed. Let's hope I'll find it soon! (who invented bugs?... they are so unnecessary :rolleyes:)

Moaf
Jul 15, 2012, 11:02 AM
Version 10 has been released for Gods & Kings!

Changelist:

v10 (Changed for Expansion Gods and Kings):

# Gameplay Changes:

Changed now for full integration into the expansion pack Gods and Kings.
(Vanilla is not supported anymore, last supported version for vanilla is version 9)


# Theme Changes:

- Theme of Belief: Added, gives Temple of Worship (+2 faith and happiness)
(credits to skodkim!)
- Theme Horizon: Gives now only one Settler, but improved food bonus
- Theme Ecology: Ecological Center now correctly gives +1 Food on Jungle Features
- Theme Entertainment: Radio Studio Happiness bonus reduced to 5 (from 6)
- Theme Faith: Requirement changed from Policy Organized Religion to Building Temple
Imperial Cathedral now gives +3 culture and +3 faith.
- Theme Exchange: Obsoletes now when Computers researched
- Theme Labor: Obsoletes now when Steam Power researched
- Theme Sacrifice: Population cost now changed to a constant 2.
City must be now at least of size 6. Slightly lowered base production and base culture gain.
- Theme Construction: Construction Hall bonus production changed from 25% to 15%.
- Theme Idols: Memorial culture changed from +25% to +1.
Changed melee production bonus to a 15% production bonus for all units.
- Theme Philosophy: Think Tank great people generation rate reduced to 33% from 50%.
Science bonus reduced to 15% from 25%.
- Theme Controversy: Changed number of cities required from 4 to 5.


# Misc:

- Added German localization (thanks to wuTz for German translations!)
- Small bug fixes here and there




Please report any bugs asap :trouble:

BR,
Moaf

Gilgamesch
Jul 15, 2012, 11:30 AM
:woohoo:

Good job, will start my next new game with this awesome mod. Still playing a game with the old version.
Thanks Moaf.

wuTz
Jul 16, 2012, 08:37 AM
Yeah! Awesome, I will have to launch civ 5...immediately

isnorden
Jul 16, 2012, 11:43 PM
I downloaded the version at Steam Workshop and have loved it so far; I can't wait to see what's in the next G&K-compatible release. Keep up the great work!

yche2990
Jul 17, 2012, 07:40 AM
It's awesome mod. I am interested to do a Chinese localisation translation. I tested with the mod. However, I didn't see any quotes about the description of the theme actually used in the game. Are these quotes visible in the game?

yche2990
Jul 17, 2012, 07:47 AM
I mean that I can only see Effects after adoption. I can't see the description of the theme.

Moaf
Jul 20, 2012, 10:15 AM
hello,
yeah they are not used - just copy the English text in there and it would be fine :)

thadian
Jul 20, 2012, 11:14 AM
I believe that "If" a bribery occurs, a "corrupt politician" should take the offers of each bribe and give his vote to the one who pays the most. Like city states, this would be something to compete for.

However, even a corrupt agent can only place a card on the top of the deck - so bribery shouldn't just auto-win the election.

This mod adds great depth to every game, and works with Nights, Echoes of Ages and Call to Power project. I haven't found a mod yet it doesn't work with and i love using it.

yche2990
Jul 20, 2012, 07:46 PM
hello,
yeah they are not used - just copy the English text in there and it would be fine :)

Thx for the reply.

I just found the quotes are great and they are in conformity with the technology completion popup. I highly recommend to re-use them. I am more than happy to translate these texts...

yche2990
Jul 20, 2012, 11:51 PM
326786

Please see attached with the Simlified Chinese translation.

Moaf
Jul 21, 2012, 05:02 AM
Nice, thanks! :)
I'll incorporate it into the next version (which will be hopefully out today)!

wuTz
Jul 21, 2012, 11:37 AM
I'm glad to see the update is coming :-)

Moaf
Jul 21, 2012, 11:57 AM
Thanks, but do'h! I've already updated the version (and updated the German translations as well!).

Here the changelog for v11:

--------------
v11:

# Theme Changes:
- Theme of Geology: Added copper and salt, but reduced science yield from 3 to 2.
- Theme of Technology: Reduced Ars Technica science bonus for artists from 2 to 1.
- Theme of Entertainment: Increased gold income from Radio Studio from 15% to 25%.
- Theme of Trade: Trading House gives now +2 food instead of +10%.
- Theme of Labor: Fixed Labor Camp description to correctly state the +200% worker speed.
Generates now great Engineers by +2 per turn (from +1).
- Theme of Ecology: Increased science for Ecological Center from water tiles from 1 to 2.
- Theme of Faith: Imperial Cathedral can now employ an artist specialist.
- Theme of Defense: Palisade Happiness bonus reduced from 2 to 1.
- Added Theme of Investigation: Provides a Detective Bureau (1 free spy and +1 culture).
- Added Theme of Ascendency: Provides temporarily a Beacon of Heavens (+1 faith from all tiles nearby).

# Misc:
- Added now some Artwork and Icons for Cultural Capitals
- Added chinese localization (thanks to yche2990!)

yche2990
Jul 22, 2012, 12:36 AM
326879

Pls see attached with the updated Chinese localisation for v11

Moaf
Jul 22, 2012, 01:51 AM
Thanks! :D

skodkim
Jul 28, 2012, 12:04 AM
Gi Moaf

Just started a new game with v11. haven't really tried it yet but it looks nice!

There seems to be a bug though as the logfile Database.log shows the following:

[6072.557] Failure to check references for foreign key CCTypes(AIViabilityContext).
[6072.557] no such table: CC_AIViabilityContexts

Theres also some problems regarding the non-English text files in the log files but as I'm using English anyway I just removed these from the mod directory (therefore I do not have the log messages right now).

\Skodkim

Moaf
Jul 29, 2012, 03:31 AM
hmmm.. thanks for the info, I won't have much time to fix this this week, hopefully i can look into this (including some other bugs) next week. :)

hiramarchibald
Jul 31, 2012, 06:31 PM
Great mod Moaf (latecomer). I skimmed the 8pages of posts here, so I might've missed this:

The "rules" say only Civs with a Wonder are in the running to win, but in a game where I have the first few wonders it shows all the AI Civs are in the running and get a cultural capitol in alternation with me. Does their Palace in their capital city count as a wonder as the mod is written?

Cheers.

Moaf
Aug 01, 2012, 01:48 AM
Ugh. Sorry, i have to update this - everyone runs for it! Seeing that there is some confusion about how the mechanics are, I'll probably implement an ingame helppage (or update the tooltips to contain more info).
Thanks for your feedback! :goodjob:

skodkim
Aug 06, 2012, 05:28 AM
Ugh. Sorry, i have to update this - everyone runs for it! Seeing that there is some confusion about how the mechanics are, I'll probably implement an ingame helppage (or update the tooltips to contain more info).
Thanks for your feedback! :goodjob:

Hi Moaf

So do you still expect a new release this week with the new bugs fixed? Been waiting with starting a new game till the new release :-)

\Skodkim

Moaf
Aug 06, 2012, 03:42 PM
ugh, yeah, i'll try to implement stuff this week(end) - I'd love to have more time but I'll see what i can do.

yche2990
Aug 10, 2012, 11:03 PM
Hi Moaf,

I use both your mod and Thal's Civup.

v26 civup is compatible with your mod. However, any version after that is no longer compatible. For example, the tech tree interface.

Could you please make both mods work with each other?

skodkim
Aug 10, 2012, 11:09 PM
Hi Moaf,

I use both your mod and Thal's Civup.

v26 civup is compatible with your mod. However, any version after that is no longer compatible. For example, the tech tree interface.

Could you please make both mods work with each other?

Sorry but how do you mean that they are not compatible?

Just tried starting a new game using CivUp v31 and Cultural Capitals v11 and I don't see any problems in e.g. the tech tree interface. Haven't played the game yet though.

\Skodkim

yche2990
Aug 11, 2012, 01:03 AM
I get something like the following:

328616

328617

Moaf
Aug 11, 2012, 01:29 AM
It could be because of the localization bug - I'm looking into it.

yche2990
Aug 11, 2012, 01:35 AM
I actually attempted to test on English language but it did not working...

Once I used civup or your mod alone, such interface problem did not occur.

Moaf
Aug 12, 2012, 06:33 AM
Released v12!

--------------
v12:
# Gameplay Changes:
- The first civilization to build 2 wonders forms the Cultural Committee in its capital and starts the electorial race for the Cultural Capitals for all players.
A bonus for having the Cultural Committee in your empire is that it enables you to see the progress of the election of other players.

# Theme Changes:
- Theme of Empowerment: Does not go obsolete anymore. Receive a Statue of Empowerment (=> can pick policy only once).


A short list, but with a gameplay change. :)
Also fixed some bugs with the localization.

skodkim
Aug 13, 2012, 01:06 AM
Released v12!

--------------
v12:
# Gameplay Changes:
- The first civilization to build 2 wonders forms the Cultural Committee in its capital and starts the electorial race for the Cultural Capitals for all players.
A bonus for having the Cultural Committee in your empire is that it enables you to see the progress of the election of other players.

# Theme Changes:
- Theme of Empowerment: Does not go obsolete anymore. Receive a Statue of Empowerment (=> can pick policy only once).


A short list, but with a gameplay change. :)
Also fixed some bugs with the localization.

Great - really looking forward to it!

Will see if I can start a new game with it tonight.

\Skodkim

yche2990
Aug 13, 2012, 05:54 AM
I attach localisation file.

The interfece problem still exists in v 12.328756

skodkim
Aug 13, 2012, 02:09 PM
D...

Using v 12 I also have no tech tree. Cleared cache and all before starting the new game.

Will look more into it tomorrow.

\Skodkim

Moaf
Aug 13, 2012, 02:14 PM
Huh, i have nothing like that at all.. :think: weird!

Do you have any other mods running?

btw: thanks again, yche! Keep 'em coming :)

skodkim
Aug 13, 2012, 10:44 PM
Well, it seems to be related to the combination of CC and CivUP. Lua.log provides a lot of errors that seem to be related to CivUP.

[841.796] Initializing Lua 5.1.4
[1175.795] InstalledPanel: Refreshing Mods
[1175.795] InstalledPanel: GetModBrowserListings()
[1175.795] InstalledPanel: Refreshing Mods
[1175.795] InstalledPanel: GetModBrowserListings()
[1175.810] InstalledPanel: Refreshing Mods
[1175.810] InstalledPanel: GetModBrowserListings()
[1176.122] InstalledPanel: Refreshing Mods
[1176.122] InstalledPanel: GetModBrowserListings()
[1202.705] InstalledPanel: Refreshing Mods
[1202.705] InstalledPanel: GetModBrowserListings()
[1203.485] InstalledPanel: Refreshing Mods
[1203.485] InstalledPanel: GetModBrowserListings()
[1234.498] InstalledPanel: Refreshing Mods
[1234.498] InstalledPanel: GetModBrowserListings()
[1234.513] InstalledPanel: Refreshing Mods
[1234.513] InstalledPanel: GetModBrowserListings()
[1249.739] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1264.871] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1265.043] CivilopediaScreen: SetSelectedCategory(12)
[1265.043] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[1265.168] CivilopediaScreen: SetSelectedCategory(1)
[1265.168] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[1292.000] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1294.043] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1295.089] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1295.104] InfoCorner: This is InfoCorner from the 'UI - Map Pins' mod
[1296.149] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1296.461] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_ Expansion1.lua
[1297.647] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1298.723] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1298.848] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:417: attempt to call global 'GetHelpTextForBuilding' (a nil value)
[1298.848] Runtime Error: Error loading C:\Users\hollenbo\Documents\My Games\Sid Meier's Civilization 5\MODS\Civ V Unofficial Patch (GK) (v 34)\Interface\Overrides\Techs\TechTree.lua.
[1300.205] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1301.251] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1302.265] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1303.310] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1304.433] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1305.463] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1306.477] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1307.834] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1307.865] ChoosePantheonPopup: 60
[1307.865] ChoosePantheonPopup: 963
[1307.865] ChoosePantheonPopup: 1023
[1309.035] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1310.080] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1311.110] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1312.171] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1313.247] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1314.292] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1315.618] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1316.710] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1318.286] File Error: lua/CCWorldViewUI.lua
[1318.286] Runtime Error: Error loading lua/CCWorldViewUI.lua.
[1318.317] File Error: lua/CCPopup.lua
[1318.317] Runtime Error: Error loading lua/CCPopup.lua.
[1318.317] File Error: lua/CCNotifications.lua
[1318.317] Runtime Error: Error loading lua/CCNotifications.lua.
[1318.317] File Error: lua/CCOverview.lua
[1318.317] Runtime Error: Error loading lua/CCOverview.lua.
[1319.425] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1320.517] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:251: attempt to index field '?' (a nil value)
[1321.203] Demographics: Dequeuing demographics
[1321.203] Demographics: Dequeuing demographics
[1350.251] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:654: attempt to index local 'thisTechButton' (a nil value)
[1352.871] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:246: attempt to call global 'GetProductionTooltip' (a nil value)
[1352.965] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:246: attempt to call global 'GetProductionTooltip' (a nil value)
[1352.965] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:654: attempt to index local 'thisTechButton' (a nil value)
[1355.726] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:417: attempt to call global 'GetHelpTextForBuilding' (a nil value)
[1355.851] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:246: attempt to call global 'GetProductionTooltip' (a nil value)
[1360.188] CivilopediaScreen: SetSelectedCategory(2)
[1360.188] CivilopediaScreen: CivilopediaCategory[CategoryGameConcepts].DisplayList
[1360.313] CivilopediaScreen: SetSelectedCategory(12)
[1360.313] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[1360.359] CivilopediaScreen: SetSelectedCategory(1)
[1360.359] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[1361.467] CivilopediaScreen: SetSelectedCategory(14)
[1361.467] CivilopediaScreen: start CivilopediaCategory[CategoryImprovements].DisplayList
[1362.559] CivilopediaScreen: CivilopediaCategory[CategoryImprovements].SelectArticle
[1364.400] CivilopediaScreen: SetSelectedCategory(6)
[1364.400] CivilopediaScreen: CivilopediaCategory[CategoryBuildings].DisplayList
[1365.476] CivilopediaScreen: CivilopediaCategory[CategoryBuildings].SelectArticle
[1365.601] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:3235: attempt to call global 'GetHelpTextForBuilding' (a nil value)
[1366.818] CivilopediaScreen: CivilopediaCategory[CategoryTech].SelectArticle
[1366.818] CivilopediaScreen: SetSelectedCategory(3)
[1366.818] CivilopediaScreen: CivilopediaCategory[CategoryTech].DisplayList
[1366.958] CivilopediaScreen: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:2355: Cannot find key - AllowEmbassiesTradingAllowed
[1368.861] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:417: attempt to call global 'GetHelpTextForBuilding' (a nil value)
[1407.113] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:417: attempt to call global 'GetHelpTextForBuilding' (a nil value)
[1407.191] Runtime Error: [string "C:\Users\hollenbo\Documents\My Games\Sid Me..."]:246: attempt to call global 'GetProductionTooltip' (a nil value)


Currently trying to investigate more before the rest of my family wakes up :-)

\Skodkim

skodkim
Aug 13, 2012, 10:56 PM
Just tried loading CC alone and I still get the following errors from pre-version 12 in lua.log (part of file included):

[2102.456] ChoosePantheonPopup: 963
[2102.456] ChoosePantheonPopup: 1023
[2102.659] File Error: lua/CCWorldViewUI.lua
[2102.659] Runtime Error: Error loading lua/CCWorldViewUI.lua.
[2102.659] File Error: lua/CCPopup.lua
[2102.659] Runtime Error: Error loading lua/CCPopup.lua.
[2102.675] File Error: lua/CCNotifications.lua
[2102.675] Runtime Error: Error loading lua/CCNotifications.lua.
[2102.675] File Error: lua/CCOverview.lua
[2102.675] Runtime Error: Error loading lua/CCOverview.lua.
[2102.955] Demographics: Dequeuing demographics
[2102.955] Demographics: Dequeuing demographics
[2112.144] TechTree: REFRESHING TECH DISPLAY

Thought these had been fixed.

Edit: But no tech tree problems

\Skodkik

skodkim
Aug 13, 2012, 11:02 PM
Just tried deleting \Interface\Overrides\Techs\TechPanel.lua from CivUP (have no idea if this is "allowed" but had a feeling this file was involved) and the problems still persists if both mods are loaded. If just one of them are loaded the tech tree works fine.

Cleared cache etc. in between tests.

\Skodkim

Moaf
Aug 14, 2012, 12:33 AM
Just tried loading CC alone and I still get the following errors from pre-version 12 in lua.log (part of file included):

[2102.456] ChoosePantheonPopup: 963
[2102.456] ChoosePantheonPopup: 1023
[2102.659] File Error: lua/CCWorldViewUI.lua
[2102.659] Runtime Error: Error loading lua/CCWorldViewUI.lua.
[2102.659] File Error: lua/CCPopup.lua
[2102.659] Runtime Error: Error loading lua/CCPopup.lua.
[2102.675] File Error: lua/CCNotifications.lua
[2102.675] Runtime Error: Error loading lua/CCNotifications.lua.
[2102.675] File Error: lua/CCOverview.lua
[2102.675] Runtime Error: Error loading lua/CCOverview.lua.
[2102.955] Demographics: Dequeuing demographics
[2102.955] Demographics: Dequeuing demographics
[2112.144] TechTree: REFRESHING TECH DISPLAY

Thought these had been fixed.

Edit: But no tech tree problems

\Skodkik

You can ignore these errors, these files get loaded normally (Noone has found yet a workaround so that these error messages won't occur when using contextpointers).

I'll look into it in the evening - could be that civup is trying to load files/database tables into the game with the same names that the mod uses.

skodkim
Aug 14, 2012, 05:20 AM
Well I've tried a lot of things without any success so far:

Making CivUp depend on Cultutals Capitals to force CivUp to be laded last
Delete entire \Interface\Overrides\Techs\ folder
Delete \Interface\Overrides\Techs\TechTree.lua


Only when I play with one of the mods alone does it work.

(Posted this at Communitas bug reports too)

\Skodkim

skodkim
Aug 16, 2012, 01:18 PM
I think I've got it!!!!

In Cultural Capitals v12 theres a bug in CCBuildings.xml where TERRAIN_ICE should be changed to TERRAIN_SNOW. This is (based on a test) what causes the Tech tree to disappear when using Cultural Capitals together with CivUP. I changed the line and everything worked fine.

As you'll se from Database.log there is however also other CC related bugs but at least these don't cause disappearing tech trees:
[1245.933] Validating Foreign Key Constraints...
[1245.948] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[1245.948] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[1245.948] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[1246.182] Invalid Reference on Building_TerrainYieldChanges.TerrainType - "TERRAIN_ICE" does not exist in Terrains
[1247.196] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_HITTITE_WARCHARIOT" does not exist in Units
[1247.196] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SUMERIAN_PHALANX" does not exist in Units
[1247.321] Invalid Reference on CCAIViabilityContexts.Type - "NOT_VIABLE" does not exist in CCTypes
[1247.321] Invalid Reference on CCAIViabilityContexts.Type - "CONTROVERSY_CHECK" does not exist in CCTypes
[1247.321] Invalid Reference on CCAIViabilityContexts.Type - "EXCHANGE_CHECK" does not exist in CCTypes
[1247.321] Invalid Reference on CCAIViabilityContexts.Type - "ECOLOGY_CHECK" does not exist in CCTypes
[1247.321] Invalid Reference on CCAIViabilityContexts.Type - "ARCHITECTURE_CHECK" does not exist in CCTypes
[1247.321] Invalid Reference on CCAIViabilityContexts.Type - "GEOLOGY_CHECK" does not exist in CCTypes
[1247.321] Failed Validation.
[1247.820]


\Skodkim

yche2990
Aug 16, 2012, 05:11 PM
Thank you for your finding. It works perfect...

Moaf
Aug 17, 2012, 12:40 AM
Ah thanks skodkim for finding that! :goodjob:

Although it's weird that i don't get any error messages regarding this in the database.log... seems like someone forgot to set a flag somewhere in a civ ini file. :mischief:

I'll release a hotfix this evening (with the new translations).

BR,
Moaf

edit:
Hm... database logging should occur, although i still don't get any database errors regarding this when i use my mod... weird :think:

Moaf
Aug 17, 2012, 01:52 PM
ok, released now the new version!

v13 Changelog:

# Misc:
- Fixed database errors.
- Updated German and Chinese localizations.

Thanks for all your help, especially skodkim, really appreciated! :goodjob:

skodkim
Aug 17, 2012, 11:13 PM
Great Moaf

First little test shown no errors. I'll actually try to start a game right now.

\Skodkim

skodkim
Sep 02, 2012, 01:49 PM
Hi Moaf

Just had the strangest thing happen to me.

In my current game I've progressed to about turn 150 and had just completed my second wonders therey gaining the Cultural Capital. All was fine and I chose my theme and progressed to the next turn. I was very surprised to see that another player won the CC when I did that. I'v estill got the theme bonus (non temporary building) in my city but I dont appear on the past winners tab anymore.

I'm also using other mods, e.g. CivUP and GEM.

Edit: And according to InfoAddict the new winner had only build one wonder.
\Skodkim

skodkim
Sep 02, 2012, 02:33 PM
Hi Moaf Just tried this again with a new game. Used the Fire tuner to give myself a couple of engineers and hurry wonders. This time there was no new winner the next turn but A) I still didn't appear in the list of previous winners and B) It looked as though an election had been started when I was the first to complete two wonders. I got to choose a theme, but CC started a count down to find a new winner. I think the "winner on next turn" from the previous game was propably just an effect of a civ gathering so much culture that they won in one turn.

Speaking of which: Is there any way to change CC points from Culture during elections ? In thals mods culture yields from buildings, etc have been doubled and this (i think) must have an effect on the elections. If you could tell me where in the files whis is I could propably do it myself...

\Skodkim

Moaf
Sep 02, 2012, 04:58 PM
Hmmm.. sounds like a bug from the CC mod.

If you want the change the threshold i'd say it would be the easiest to increase just the ThresholdModifier for every game speed in the CCSpeedScales table in CCMisc.xml.
Otherwise in CC.lua at line 322 you can change the base bonus
baseBonus = player:GetTotalJONSCulturePerTurn();
maybe to something like
baseBonus = player:GetTotalJONSCulturePerTurn() / 2.0;

BR,
Moaf

skodkim
Sep 04, 2012, 01:23 AM
Any news on the bug - Can you reproduce it and if so do you have an ETA on a fix?

\Skodkim

skodkim
Sep 04, 2012, 11:51 AM
Just wanted to say that I just tested this with only CC (no other mods) and the bug is still there.

\Skodkim

Moaf
Sep 04, 2012, 11:51 AM
sorry had no time to fix anything :sad: - i hope i can look into it this weekend.

skodkim
Sep 04, 2012, 11:54 AM
OK

Theres also an error message in lua.log when you try opening the history list of previous winners. Don't know if it'll be helpful but here goes:

[11654.148] CC: ### Error ### Couldn't find history entry at index 0

\Skodkim

skodkim
Sep 15, 2012, 11:44 PM
Hi Moaf.

Sorry to be pushy here, but is there any chance of a fix soon?

Skodkim

Moaf
Sep 17, 2012, 01:41 AM
Yeah i hope i will have time this weekend...

What i would like to do is to completely rewrite the entire code from scratch :cry:
My code is barely structured at all (since it is my first code written ever in lua, and thus, doesn't use a lot of lua features) and therefore hard to maintain. But this would require probably a lot of time :( ... let's see what i can do.

Ghonasiflaids
Sep 20, 2012, 11:08 AM
Great idea! Good job!

electrobreaks
Sep 21, 2012, 03:25 AM
this mod sounds great. Having trouble installing it? please help, technically non-advanced

Gilgamesch
Sep 21, 2012, 05:50 AM
Hey first welcome to this forum [party]:rockon:
There are 2 ways to install this mod. You can download it via the workshop, you must subscribe this mod and it will install automatic.
Or you can use the link from the first page of this thread. Then you have to unzip it into your mod folder (Documents/MyGames/SidMeiers.../Mods)
Thats all, have fun with playing this great mod.:D

skodkim
Oct 22, 2012, 12:29 PM
Hi Moaf

I really feel bad for asking again, but how's it coming along with a fix for the bug I reported?

It's just that I like the mod a lot and I think it's a shame with this one bug messing things up.

\Skodkim

Moaf
Nov 04, 2012, 04:26 PM
Hello,

sorry for the delay - I tried out the mod with the latest patch and there seems to be a lot of new issues, so I have to find some time for civ5 modding :rolleyes:

Hopefully fireaxis didn't decide to axe too many functions this patch, otherwise I will write them an angry letter... :trouble:

skodkim
Nov 05, 2012, 12:23 AM
Hello,

sorry for the delay - I tried out the mod with the latest patch and there seems to be a lot of new issues, so I have to find some time for civ5 modding :rolleyes:

Hopefully fireaxis didn't decide to axe too many functions this patch, otherwise I will write them an angry letter... :trouble:

D... Seems like CC is dead right now and will be for a while. Hope you get it up and running - Ive hardly played a game without it since release 1 :rolleyes:

\Skodkim

Gilgamesch
Nov 09, 2012, 12:37 PM
D.. Ive hardly played a game without it since release 1 :rolleyes:

\Skodkim

I really miss this mod:please:, and playing CiV without it feels so wrong.
Anyway thanks for your work and all the best in fixing your mod.:badcomp:

Moaf
Nov 09, 2012, 01:05 PM
Nice to hear :)

Played around a bit trying to reproduce the bug you have described skodkim - but without success. I gave my capital 10 wonders in the same turn and it worked as expected - the committee was formed in my capital and the election started.
Plus it seems that the mod is still working - could be that there was some incompatibility with another mod. Hopefully i can reproduce it :)

skodkim
Nov 09, 2012, 01:27 PM
Nice to hear :)

Played around a bit trying to reproduce the bug you have described skodkim - but without success. I gave my capital 10 wonders in the same turn and it worked as expected - the committee was formed in my capital and the election started.
Plus it seems that the mod is still working - could be that there was some incompatibility with another mod. Hopefully i can reproduce it :)

Is this how its supposed work. It sounds a what i destined in post 176 and thought was a bug.

Skodkim

skodkim
Nov 09, 2012, 01:32 PM
I mean i thought it was complete two wonders > form committee > wait x turns and then start election. What happens if you enter the list of previous winners? Is there an error message in lua.log?

Edit: Just tested again and upon completing wonder no 2 the comittee is formed AND the election starts (is this a bug - didn't think election would start then). When I look in the previous winners list I'm not there but I don't see any error messages in the log files (I'm sure I did at some point...)

Skodkim

Moaf
Nov 10, 2012, 10:15 AM
It is complete 2 wonders > committee is formed in your capital > election race starts immediately.

In the past it was different (complete 2 wonders and win immediately an election) :)

skodkim
Nov 10, 2012, 11:49 PM
It is complete 2 wonders > committee is formed in your capital > election race starts immediately.

In the past it was different (complete 2 wonders and win immediately an election) :)

Sorry about all the fuss then :blush:

\Skodkim

Moaf
Nov 11, 2012, 03:00 AM
No problem - i know that it is a bit confusing as it is right now...
I had to fix a lot in my code right now because of the issue with the capturing of the cultural capital... seems to be working now :)
Still have one minor bug open that needs to be resolved then I'm good to go for the v14 release today.

Moaf
Nov 11, 2012, 06:15 AM
Cultural Capitals v14 has been released!

Changelog:

--------------
v14:

# Balance Changes:
- Reduced Think Tank Great Person rate modifier to 25% (from 33%)
- Removed Heal Rate Change from Constrution Hall.
- Theme Belief: Added Shrine as a requirement in the city.

# UI:
- Added cultural committee winner to the history tab.

# Misc:
- Fixed bug when capturing the current Cultural Capital.
- Fixed bug when that let the player choose a theme after forming the committee.

Br,
Moaf

AndreP
Nov 12, 2012, 09:27 AM
Sorry for my English, I´m German.

There are some small errors in v14 (also in v13).

1.in "CCIconAtlas.xml" missing entries for "IconSize" 128 and 256, also
the dds files in "Art"

2.The Buildings "CC_CATHEDRAL" and "CC_EXHIBITION" gives no Artist,
but the description say this (i delete this in "CCLocalization_de_DE_Buildings.xml")

3.In this file ("CCLocalization_de_DE_Buildings.xml") are missing these 3 entries,
TXT_KEY_BUILDING_CC_COMMITTEE_HELP
TXT_KEY_BUILDING_CC_COMMITTEE
TXT_KEY_BUILDING_CC_COMMITTEE_STRATEGY

I fixed that, my package includes

CCIconAtlas.xml
CCLocalization_de_DE_Buildings.xml
CCSymbols_Base128.dds
CCSymbols_Base256.dds

Moaf
Nov 13, 2012, 02:20 PM
Thanks for the support, skodkim and AndreP :beer:

I will incorporate this in the next version.

Update:

Updating the game with your fixes right now. The IconSizes are not needed because I'm not using 128 and 256. No need to include them and bloat up the mod size.

Moaf
Nov 18, 2012, 07:13 AM
v15 has been released!

Changelog:

--------------
v15:
# Balance Changes:
- Theme Labor gives now additionally a free worker.
- Added Stone resource to Geology Museum.

# Misc:
- Fixed Imperial Cathedral to be able to employ an artist specialist.
- Removed in the Exhibition Description the special artist specialist.
- Added German Localization strings
- Fixed bug where several committee winners were possible when more than one player has built more than 2 wonders
- Fixed issues when selecting the gameoption "Complete kills"

skodkim
Nov 18, 2012, 08:45 AM
Fantastic. Now all i need is a patch and I'll start playing again.

/skodkim

AndreP
Nov 18, 2012, 09:48 AM
The IconSizes are not needed because I'm not using 128 and 256.
Without the new IconSizes, missed the big Pedia Icon for Cultural Capital (the Building).

I Play in 1600x900.

Moaf
Nov 18, 2012, 12:30 PM
Fantastic. Now all i need is a patch and I'll start playing again.

:( Getting bored or civ not working?

Without the new IconSizes, missed the big Pedia Icon for Cultural Capital (the Building).
Ah, didn't notice that. Thanks - will include this in the next update!

skodkim
Nov 18, 2012, 02:17 PM
Tired of having to activate mods every time civ is started.

/skodkim

Gilgamesch
Nov 19, 2012, 10:49 AM
Tired of having to activate mods every time civ is started.

/skodkim

:sheep: Well, f you have much mods, its so frustrating how bad this game is in some cases.

skodkim
Dec 04, 2012, 01:07 AM
Just thought I'd pop in and say that I'm enjoying v 15!

:goodjob:

\Skodkim

lp_04
Jun 13, 2013, 01:31 PM
Hi there. Sorry for being late (too late). I saw this mod a few days ago and played it. It is an amazing concept but there are some things I would like to change in order to use it as the base of a new other concept I'm designing. I don't know much about modding and would like to ask something. Your help would be very welcome, if you do not mind.

Here are my questins:
- How can I change the icons?
- How can I remove the buildings?
- How can I change the abilities of each "cultural capital of..." by making them only science, faith, culture, happiness, food, gold, production (and tourism in BNW), % science, culture (...) , faster GP generation
- How can I keep the effects for 8/16/24/32 turns, according to the game speed?
- How can I put the only requirements/obsolete being the eras?

Thanks everyone :)

Gilgamesch
Jun 16, 2013, 01:58 PM
Hi there. Sorry for being late (too late). I saw this mod a few days ago and played it. It is an amazing concept but there are some things I would like to change in order to use it as the base of a new other concept I'm designing. I don't know much about modding and would like to ask something. Your help would be very welcome, if you do not mind.

Here are my questins:
- How can I change the icons?
- How can I remove the buildings?
- How can I change the abilities of each "cultural capital of..." by making them only science, faith, culture, happiness, food, gold, production (and tourism in BNW), % science, culture (...) , faster GP generation
- How can I keep the effects for 8/16/24/32 turns, according to the game speed?
- How can I put the only requirements/obsolete being the eras?

Thanks everyone :)

Well this are a lot of questions. When you are new to modding, you should look into the tutorials here on civfanatics, or similar places or videos.
The most things can be done via xml changes, but some others will need some lua work. Anyway you will need some basic knowlege to get this mod reworked for your own. I managed to get a own working version( with some tweaks for my mods and gameplay), so i will offer some help if i can, but iam busy with own modding projects.

lp_04
Jun 16, 2013, 02:26 PM
Thanks. I actually managed to change the names (not that difficult), but when I tried to make the capitals available by era, instead of bu tech, it just did not worked. I will try to study it for a while when I have time, but help with the art will be always welcome :)

Moaf
Jul 28, 2013, 10:13 AM
Hello, sorry for the delay - here is the update.

v16:
Integrated into Brave New World Addon (Incompatible with G&K)

# Balance Changes:
- Cultural Committee gives now 1 Delegate, removed culture yield.

# Themes:
- Ascendancy: Obsolete in Renaissance (from Industrial)
- Belief: Changed prerequisite of Temple of Worship from Shrine to policy Piety
- Faith: Added 1 Great Work of Art Slot to Imperial Cathedral
- Trade: Removed Gold yield from resources. Land and Sea Trade routes range increased by 25% and yield +2 gold. +2 Food (up from +1).
- Architecture: Changed Wonder Production Modifier to 150%
- Philosophy: Reduced Great People Mod to 15% (from 25%). Added Great Work of Literature slot.
Changed Specialist to Specialist Writer.
- Exchange: Exchange Market is now permanent. 10% Gold yield modifier for City Connections. +1 trade route. Can employ 1 Great Merchant. Does not generate Great Merchant points.
- Technology: Added 2 Great Work of Art slots to Ars Technica. Removed Culture yield. Artists, Musicians and Writers Specialists yield +1 Science.
- Geology Museum: Added 2 Great Work of Art slots.
- Benevolence: Changed to free Great Writer.
- Entertainment: Radio Studio can employ 3 Musicians. Added 3 Great Works of Music slots.
Reduced Local Happiness Bonus to 4 (from 5)
- Information: Changed prerequisite from tech Computers to Internet and buildingclass from Laboratory to Broadcast Tower.

wuTz
Jul 28, 2013, 10:58 AM
great!

Did you already translate it into German, otherwise I will look into it later...

Air
Jul 28, 2013, 12:14 PM
Exited to try the update! :D

But what did you do to the steam Workshop page? It says "The item is either marked as hidden or you do not have permission to view it." I can't open it.

http://steamcommunity.com/sharedfiles/filedetails/?id=82471902

Moaf
Jul 28, 2013, 02:13 PM
Thanks Air, didn't accept the latest steam user agreement. Should work now!

@wutz, yeah I updated most of them :)

Gilgamesch
Jul 29, 2013, 03:02 PM
Thanks you are still one of my heroes here:hatsoff:
For my next game i will get it, but perhaps that can take some time iam now in round 590 and still in classic. Lol iam korea, but back to CC.
This mod is one of my favorites since years, so iam looking for it.....

AndreP
Oct 30, 2013, 04:56 AM
- Technology: Added 2 Great Work of Art slots to Ars Technica.
- Geology Museum: Added 2 Great Work of Art slots.
- Entertainment: Radio Studio can employ 3 Musicians. Added 3 Great Works of Music slots.


This Buildings do not works with WHoward's "UI - Great Work Manager".

The reason is, you give no Theming Bonus.

I have added this files to CCBuildings.xml,

Geology Museum:
<Type>BUILDING_CC_GEOLOGY_MUSEUM</Type>
<BuildingClass>BUILDINGCLASS_CC_GEOLOGY_MUSEUM</BuildingClass>
<Cost>-1</Cost>
<ThemingBonusHelp>TXT_KEY_MUSEUM_THEMING_BONUS_HELP</ThemingBonusHelp>

Ars Technica:
<Type>BUILDING_CC_ARS_TECHNICA</Type>
<BuildingClass>BUILDINGCLASS_CC_ARS_TECHNICA</BuildingClass>
<Cost>-1</Cost>
<ThemingBonusHelp>TXT_KEY_MUSEUM_THEMING_BONUS_HELP</ThemingBonusHelp>

Radio Studio:
<Type>BUILDING_CC_RADIO_STUDIO</Type
<BuildingClass>BUILDINGCLASS_CC_RADIO_STUDIO</BuildingClass>
<Cost>-1</Cost>
<ThemingBonusHelp>TXT_KEY_BROADWAY_THEMING_BONUS_HELP</ThemingBonusHelp>

HELP without Space (This Board make this :confused:)

New Table:
<Building_ThemingBonuses>
<Row>
<BuildingType>BUILDING_CC_GEOLOGY_MUSEUM</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_1</Description>
<Bonus>2</Bonus>
<SameEra>true</SameEra>
<MustBeArt>true</MustBeArt>
<RequiresOwner>true</RequiresOwner>
<AIPriority>2</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_GEOLOGY_MUSEUM</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_1</Description>
<Bonus>2</Bonus>
<SameEra>true</SameEra>
<MustBeArt>true</MustBeArt>
<RequiresAnyButOwner>true</RequiresAnyButOwner>
<AIPriority>2</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_GEOLOGY_MUSEUM</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_2</Description>
<Bonus>2</Bonus>
<SameEra>true</SameEra>
<MustBeArtifact>true</MustBeArtifact>
<RequiresOwner>true</RequiresOwner>
<AIPriority>2</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_GEOLOGY_MUSEUM</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_2</Description>
<Bonus>2</Bonus>
<SameEra>true</SameEra>
<MustBeArtifact>true</MustBeArtifact>
<RequiresAnyButOwner>true</RequiresAnyButOwner>
<AIPriority>2</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_GEOLOGY_MUSEUM</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_3</Description>
<Bonus>1</Bonus>
<SameEra>true</SameEra>
<MustBeArt>true</MustBeArt>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_GEOLOGY_MUSEUM</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_4</Description>
<Bonus>1</Bonus>
<SameEra>true</SameEra>
<MustBeArtifact>true</MustBeArtifact>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_GEOLOGY_MUSEUM</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_5</Description>
<Bonus>1</Bonus>
<SameEra>true</SameEra>
<RequiresOwner>true</RequiresOwner>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_GEOLOGY_MUSEUM</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_6</Description>
<Bonus>1</Bonus>
<SameEra>true</SameEra>
<RequiresAnyButOwner>true</RequiresAnyButOwner>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_GEOLOGY_MUSEUM</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_7</Description>
<Bonus>1</Bonus>
<MustBeArt>true</MustBeArt>
<RequiresOwner>true</RequiresOwner>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_GEOLOGY_MUSEUM</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_7</Description>
<Bonus>1</Bonus>
<MustBeArt>true</MustBeArt>
<RequiresAnyButOwner>true</RequiresAnyButOwner>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_GEOLOGY_MUSEUM</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_8</Description>
<Bonus>1</Bonus>
<MustBeArtifact>true</MustBeArtifact>
<RequiresOwner>true</RequiresOwner>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_GEOLOGY_MUSEUM</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_8</Description>
<Bonus>1</Bonus>
<MustBeArtifact>true</MustBeArtifact>
<RequiresAnyButOwner>true</RequiresAnyButOwner>
<AIPriority>1</AIPriority>
</Row>


<Row>
<BuildingType>BUILDING_CC_ARS_TECHNICA</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_1</Description>
<Bonus>2</Bonus>
<SameEra>true</SameEra>
<MustBeArt>true</MustBeArt>
<RequiresOwner>true</RequiresOwner>
<AIPriority>2</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_ARS_TECHNICA</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_1</Description>
<Bonus>2</Bonus>
<SameEra>true</SameEra>
<MustBeArt>true</MustBeArt>
<RequiresAnyButOwner>true</RequiresAnyButOwner>
<AIPriority>2</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_ARS_TECHNICA</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_2</Description>
<Bonus>2</Bonus>
<SameEra>true</SameEra>
<MustBeArtifact>true</MustBeArtifact>
<RequiresOwner>true</RequiresOwner>
<AIPriority>2</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_ARS_TECHNICA</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_2</Description>
<Bonus>2</Bonus>
<SameEra>true</SameEra>
<MustBeArtifact>true</MustBeArtifact>
<RequiresAnyButOwner>true</RequiresAnyButOwner>
<AIPriority>2</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_ARS_TECHNICA</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_3</Description>
<Bonus>1</Bonus>
<SameEra>true</SameEra>
<MustBeArt>true</MustBeArt>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_ARS_TECHNICA</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_4</Description>
<Bonus>1</Bonus>
<SameEra>true</SameEra>
<MustBeArtifact>true</MustBeArtifact>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_ARS_TECHNICA</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_5</Description>
<Bonus>1</Bonus>
<SameEra>true</SameEra>
<RequiresOwner>true</RequiresOwner>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_ARS_TECHNICA</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_6</Description>
<Bonus>1</Bonus>
<SameEra>true</SameEra>
<RequiresAnyButOwner>true</RequiresAnyButOwner>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_ARS_TECHNICA</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_7</Description>
<Bonus>1</Bonus>
<MustBeArt>true</MustBeArt>
<RequiresOwner>true</RequiresOwner>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_ARS_TECHNICA</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_7</Description>
<Bonus>1</Bonus>
<MustBeArt>true</MustBeArt>
<RequiresAnyButOwner>true</RequiresAnyButOwner>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_ARS_TECHNICA</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_8</Description>
<Bonus>1</Bonus>
<MustBeArtifact>true</MustBeArtifact>
<RequiresOwner>true</RequiresOwner>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_ARS_TECHNICA</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_MUSEUM_8</Description>
<Bonus>1</Bonus>
<MustBeArtifact>true</MustBeArtifact>
<RequiresAnyButOwner>true</RequiresAnyButOwner>
<AIPriority>1</AIPriority>
</Row>
<Row>
<BuildingType>BUILDING_CC_RADIO_STUDIO</BuildingType>
<Description>TXT_KEY_THEMING_BONUS_BROADWAY</Description>
<Bonus>3</Bonus>
<SameEra>true</SameEra>
<RequiresSamePlayer>true</RequiresSamePlayer>
<AIPriority>2</AIPriority>
</Row>
</Building_ThemingBonuses>

Galgus
Oct 31, 2013, 05:21 PM
I've enjoyed this mod.

St John
Nov 11, 2013, 09:43 PM
I don't know moding so what do I add or replace or both to get this good mod to work with the Great Works Manager? I compared the CCBildings.xml file to the text in the post from AndreP both don't know what to do.

AndreP
Nov 12, 2013, 01:09 PM
Copy this File into the "MODS\Cultural Capitals (Brave New World Edition) (v 16)\xml" Folder
and override it.

The Buildings Ars Technica, Geology Museum and Radio Studio have now a Theming Bonus,
and displayed in "UI - Great Work Manager".

Galgus
Mar 05, 2014, 10:49 PM
From experience, the free Trade Route from Cultural Capitol of Exchange feels kind of overpowering.

I like the balance otherwise for the most part, but with a Sea Empire it lets gold levels get a tad insane.

KyteM
Apr 08, 2014, 03:26 PM
So every time I win the Cultural race while I've got a Wonder cooking, I get the splash for that Wonder and my UI switches to the CityView of the winning city. Is that normal?