Cultural Capital Mod

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.
 
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...
 
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!)
 
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
 
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. :)
 
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.
 
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:
 
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
 
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?
 
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
 
I get something like the following:

QQ截图20120811160107.png

QQ截图20120811160123.png
 
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.
 
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.
 
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