Cultural Capital Mod

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:
 
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.
 
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!
 
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.
 
@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
 
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..
 
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.
 
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)
 
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.
 
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?
 
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.
 
:)Nice version, all looks good even with the newest ctp version. And yes i like the system of bribery.:D
 
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:)
 
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
 
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.
 
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
 
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.
 
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
  1. Finish the second wonder of your empire (thereby forming the first cultural commitee)
  2. close the window where you select the bonus for the CC
  3. Save the game
  4. Exit the game
  5. Start up Civ
  6. 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
 
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