Cultural Heritage

Micael

Chieftain
Joined
Jul 20, 2010
Messages
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This thread is an offshoot of the earlier Thread about Civ traits which some of you may have read.

In that thread - which was originally started by SgtSlick to complain about what he felt were unbalanced Leader Traits -, the idea was suggested that as Civs go up through each age they were assigned a new Leader, based upon what had been their play style that last Age. Following on from that, the discussion changed into the addition of a Negative Trait to add some more variety to the current Leaders.

From that idea, TowerWizard and myself appeared to be on the same page- taking this idea of "evolving traits" and considering how it could be done. With some helpful suggestions from AIAndy and Hydromancerx (about what they felt the power of these traits should be, and how many traits should be given), this idea gradually became what I like to call "Cultural Heritage".

Cultural Heritage

Wikipedia said:
Cultural heritage includes tangible culture (such as buildings, monuments, landscapes, books, works of art, and artifacts), intangible culture (such as folklore, traditions, language, and knowledge), and natural heritage (including culturally-significant landscapes, and biodiversity).
Full Wikipedia Link
Google Images Search for "Cultural Heritage"

The notion of Cultural Heritage is currently as follows:

  1. At the end of every Age of the game, players will be presented a dialog allowing them to pick two traits from a list of 5 options, and preserve them as part of their Cultural Heritage.
  2. Each trait will have several positive aspects (including a bonus), and a negative aspect to it.
  3. These traits (of which we are aiming for more than 20 per age) will have been chosen based on the Civilization's actions over the past age.
  4. Each Age will have a "Theme" associated with it, which will flavour the traits slightly.
  5. There will also be certain traits available across all eras.
  6. To keep these actions balanced, we will use a relative scale against quests. Each "Trait" will be associated with a "Mission". These missions contain a list of criteria which "Completion" will be matched against. Take the following Example:

    • [Mission] Land of Our Ancestors
    • Train 2 Tribes
    • Found 2 new cities.
    • Have a total of 10 population in your Cities.
    • Have a total of 40 tiles within your culture borders.
      (Note: numbers in italics are actually x and will be balanced properly- this example has not been balanced).

      If the following is true:
    • Trained 2/2 Tribes - Completion: 100%
    • Founded 1/2 new cities. - Completion: 50%
    • Have a total of 7/10 population in your Cities. - Completion: 70%
    • Have a total of 32/40 tiles within your culture borders. - Completion: 80%
    • Mission Total Completion = 75%.
      It is this "Total Completion" number of each trait which will be scaled against one another (the 5 traits offered to you at the end of each age will be the 5 whose missions you are closest to completing). By working it out like this, there are much less balancing issues, as the balance is mostly internal to each trait.
  7. If you pick a trait which you have less than 100% Total Completion for (which is certainly possible, and the norm) then you will still recieve a reward, as your Civilization has focused on this area in such a way that they are now proficient in it, it becomes a way of life for them. For Example:
    • [<100% Completion Reward] +50% production for tribes and settlers, cities on this continent can't flip from culture, +50% great general emergence during Ancient and Classical Ages
  8. If your Civilization picks a trait for which they have 100% Mission Completion, they will get an additional Bonus to add to their Cultural Heritage, as their Civilization has truly excelled in this area (this will obviously be more difficult). For example:
    • [100% Completion Bonus] +10% combat strength within cultural borders on this continent.
    • Note:Even if you do not pick the Trait, you will still get a smaller bonus for reaching 100% completion. This may be a unit, or a weak promotion.
  9. As your Civilization travels through the ages, you will get more of these traits to add to your Cultural Heritage, thus making your Civilization truly unique, and better on the areas you focus on.
  10. As suggested by AIandy, we are taking the inspiration for the strength of these traits from the Wonders in the game (as there will be a limited number of traits that you can choose in any one game - two per era - there are currently 9 eras in C2C, so you will choose 8 times, for a total of 16 traits).

Cultural Heritage and Civilizations / Leaders
I think it should be established that your idea is not linked to a specific "civilization" as in the culture resources, unique units/heroes/buildings and so on you can get. Nor is it linked to a playable civ such as starting out playing as Washington of the United States. Your idea would be independent to these but still possibly influenced by them.

This whole notion of Cultural Heritage is independent of your Civilization / Leader, and the other "Culture" Wonders / Units in the game. Cultural Heritage shapes your Civilization (whatever Civilization that may be) depending on your actions throughout history, and the start the game gives you. If you start near lots of Forest, your Cultural Heritage will be more likely to be influenced by that, if you start near Desert, again your Culture will adapt, as your citizens learn the ways of the Desert. If you start near lots of other players, you may be more likely to invest in espionage or diplomacy, and the game will reward you. If you start near lots of Barbarians, you could get a defensive trait, and so on.

Also, in most cases (depending on pre-requisites) more than one Civilization may choose the same Cultural Heritage as you so long as they meet the criteria (though with all the choices available it would be quite unlikely for two Civilizations to get the exact same traits throughout history).

If your Civilization's Unique Unit happens to be a certain type that a mission wants, you may be more likely to build this unit, and thus have more chance of completing the mission, so your Civilization (e.g. England) may influence you towards certain traits, but it is your actions which will give you these different traits, not prescribed options due to having a particular Civilization/Leader combination.

To the Mod Team:

Our hope is that once we have a list of the traits for all the ages that someone from the mod team will take the time to add this to the game. From what I can see, this can either be integrated into the current quests system, or a new XML Schema / Specialist Tags can be created for it (probably the better option as this would be rather easy, unless there's something against that for Civ4).

Also, a script would need to be written which does the following:
  • Determine "Mission Completion" from list of requirements.
  • Check to see if any prerequisites are met for the traits.
  • Compare the mission completion of the available traits.
  • List the top 5 completed ones (or randomly picks from the top completed ones if there is a tie).

Unfortunately, my programming languages are Java and Perl, not C++ and Python, so I can't really do it this script myself (don't see why I can't write some XML though if needed).

A Note Regarding Balance

I have tried to balance the positives and negatives for the trait based roughly on the power of the World Wonders available in the following age (they should be roughly the same or slightly stronger than the following age's World Wonders - this is because you get these at the end of an age / start of the next). If you think a certain trait is overpowered, chances are there is a similarly "overpowered" World Wonder available in that age that I can point to.

To Everyone

TowerWizard and I are still working out the details, but I thought I would mention the idea now and see what people thought about it. As we decide more on traits for the ages we will update this post (and the reserved posts beneath this one).
Update: TowerWizard seems to be MIA, but I will be continuing this when I can (End of August / September time). Any help would be appreciated, just PM me to let me know.

Any feedback on this idea would be great, just PM or post a comment :).

Current Status (Updated August 14th 2012)

Please Note: Work is currently on Hold.
A very WIP document may be found here: https://docs.google.com/document/pub?id=1RuSPp7BzNtxZPgRCjZhQTB6sqG7RM27NF5UBKu77Ow8

Progress:
  • 14/14 Prehistoric Era Traits. - Posted.
  • 13/16 Ancient Era Traits. - Post Pending until Completion.
  • Classical Era Theme has been proposed.
  • Medieval has not been started.
  • Renaissance has not been started.
  • Industrial has not been started.
  • Modern has not been started.
  • Trans-Human has not been started.
  • Galactic has not been started.

- Micael
 
Reserved for Era Independent Traits.​

Theme: Missions that have little to do with the time in which they are picked. Available all ages, until they are picked, at which point they are removed from the lists in the following eras.

Currently the only era-independent traits are the "Local Terrain" Traits. The idea behind these traits is that your Civilization is naturally better in the terrain you have the most of. Players with a wide variety of terrain types in their culture borders are less likely to be able to complete the trait missions 100%.

You will only be able to pick 1 of these traits until the Renaissance, in which case you may pick a 2nd if you wish. Most of these traits have no negative effects.

Because these traits are era-independent, you will only ever receive the "100% Bonus" for not picking this trait once.

Native Woodsmen
Spoiler :

? Apply x number of woodsman promotions.
? Gain x amount of experience fighting in Forest/Jungle Terrain (base + XP).
? Have x number of forest/jungle tiles within your culture borders.
? Have a Healer&#8217;s hut in the Capital.

[<100% Completion Reward]
+1 from each forest tile, +20% extra production ( :hammers:) from chopping Forest/Jungle/Bamboo. Units start with Promotions &#8220;Native Woodsman I&#8221; and &#8220;Native Woodsman II&#8221;.

[100% Completion Bonus]
Does not Pick Trait: Units start with Promotion &#8220;Native Woodsman I&#8221; (+5% Defence ( :c5strength:) on this terrain type.)

Picks Trait: +1 Health ( :health:) and +1 Happiness ( :c5happy:) from every 4 Forest Tiles near city (natural herbs and whatnot). Units Start with Promotion &#8220;Native Woodsman III&#8221;.
Note: This is why there is a requirement for Healers Huts, as it is these folks who should know where the herbs etc are.

[Negative Effect]
+1 Unhappiness ( :c5unhappy:) for x turns (dependant on game speed) for each Forest/Junge Tile Chopped/Burned Down. +1 Unhappiness ( :c5unhappy:) in cities with less than five Forested Terrain tiles within workable tiles.

Native Highlanders
Spoiler :

? Apply x number of Guerrilla promotions.
? Gain x amount of experience fighting in Elevated Terrain (base + XP).
? Have x number of Hills within your culture borders.
? Have x Mountain Tiles within your territory.

[<100% Completion Reward]
+1 Food ( :food:) from each &#8220;muddy, lush or grassland&#8221; riverside hills tile, +1 Production ( :hammers:) from each mountain tile, +1 production ( :hammers:) for every two mines worked by the city. Applicable units start with Promotions &#8220;Native Highlander I&#8221; and &#8220;Native Highlander II&#8221;.

[100% Completion Bonus]
Does not Pick Trait: Applicable units star with Native Highlander I promotion.
Picks Trait: Applicable units start with Native Highlander III&#8221; Promotion.

[Negative Effect]
No negative effect.

Native Seafarers
Spoiler :

? Apply x number of Navigation promotions.
? Gain x amount of xp with Ships Units (base + XP).
? Have x number of coastal/ocean tiles within your culture borders (1= coastal, 2= ocean).
? Have a Master Sea Hunter building.

[<100% Completion Reward]
+1 Food ( :food:) from Coastal tiles, +1 Commerce ( :commerce:) from Coastal tiles (activated at the Astronomy technology), +1 Beaker from each ocean tile (activated at the Marine Biology technology). Receive Promotions &#8220;Native Seafaring I&#8221; and &#8220;Native Seafaring 2&#8221;.

[100% Completion Bonus]
Does not Pick Trait: Receive Promotion &#8220;Native Seafaring I&#8221;.
Picks Trait: Naval Units Receive &#8220;Native Seafaring III&#8221; Promotion (will include Ocean Travel).

[Negative Effect]
-10% production speed for Naval Units. (It takes time to train a good captain)

Native Plainsmen
Spoiler :

? Apply x number of Fieldsman promotions.
? Gain x amount of experience fighting in non-elevated terrain (base + XP).
? Have x number of non-hills Grasslands and Plains tiles within your cultural borders.
? Have Bison or Cow or Horse.

[<100% Completion Reward]
Cities need -10% Food to grow, +1 Food from Farms and Pastures, +1 Production from Workshops, Factories and Industrial Complexes. Units receive Promotions &#8220;Plainsmen I&#8221; and &#8220;Plainsmen II&#8221;.

[100% Completion Bonus]
Does not Pick Trait: +25% improvement work rate in flatlands, Units receive Promotion &#8220;Plainsmen I&#8221;.
Picks Trait: +25% improvement work rate in flatlands, +10% production speed for Cavalry Units, Cavalry Units start with the Speed Promotion.

[Negative Effect]
No negative effect.

Desert Adaptation
Spoiler :

? Apply x number of Desert Combat 1-3 promotions.
? Gain x amount of experience fighting in Desert Terrain (base + XP).
? Have x number of desert terrain tile points (1 - Deserts, 2 - Dunes, 3 - Salt Flats) within your culture borders.
? Oasis within cultural borders
? Capital has access to fresh water

[<100% Completion Reward]
+1 Food ( :food:), +1 Commerce ( :commerce:) from each non-floodplains desert tile, Units start with Promotions &#8220;Desert Nomad I&#8221; and &#8220;Desert Nomad II&#8221;.

[100% Completion Bonus]
Does not Pick Trait: +25% improvement work rate on desert type terrain. Units start with Promotion &#8220;Desert Nomad I&#8221;.
Picks Trait: Able to found Cities on Desert Tiles. +25% improvement work rate on desert type terrain. Units start with promotion &#8220;Desert Nomad III&#8221;.

[Negative Effect]
No negative effect.

Arctic Adaptation
Spoiler :

? Apply x number of Arctic promotions.
? Gain x amount of experience fighting in Arctic Terrain (base + XP).
? Have x number of Arctic Terrain tiles (1 - Tundra, 2 - Ice, 3 - Permafrost ) within your Culture borders.
? Have x number of Ice Tiles within cultural Borders.

[<100% Completion Reward]
+10% Culture ( :culture:) from Igloo / Ice House, +1 Production ( :hammers:) from each Ice Tile, Units start with Promotions &#8220;Arctic Nomad I&#8221; and &#8220;Arctic Nomad II&#8221;.

[100% Completion Bonus]
Does not Pick Trait: +75% improvement work rate on ice type terrain. Units start with &#8220;Arctic Nomad I&#8221; Promotion.
Picks Trait: -5 Flammability from each Arctic tile, May build cities on Ice, +75% improvement work rate on ice type terrain, all units start with Promotion &#8220;Arctic Nomad III&#8221; (this will give ability to walk over ice &#8220;feature&#8221;).

[Negative Effect]
No negative effect.

Rugged Adaptation
Spoiler :

? Apply x number of Rugged Combat promotions.
? Have the Master Hunter building in the Capital.
? Gain x amount of experience fighting in Rugged Terrain (base + XP).
? Have x number of Rugged terrain tile points (1 - Scrub, 1 - Rocky, 2- Barren) within your culture borders.
? Have at least one Barren terrain tile within the fat cross of a city.

[<100% Completion Reward]
+1 Production ( :hammers:) from Rugged Terrain tiles, +1 Food ( :food:) from Barren terrain tiles, +50% work rate for Terraforming in Rugged Terrain, units start with Promotions &#8220;Hardy I&#8221; and &#8220;Hardy II&#8221;.

[100% Completion Bonus]
Does not Pick trait: +25% improvement work rate in Rugged Terrain, Units start with promotion &#8220;Hardy I&#8221;..
Picks Trait: +25% improvement work rate in Rugged Terrain. Applicable units start with the Promotion &#8220;Hardy III&#8221;.

[Negative Effect]
No negative effect.

Wetland Adaptation
Spoiler :

? Apply x number of Wetland Combat promotions.
? Have the Master Hunter building in the Capital.
? Gain x amount of experience fighting in Wetland Terrain (base + XP).
? Have x number of &#8220;wet&#8221; terrain tile points (1 - Muddy, 2 - Swamp, 2 - Marsh, 2 - Peat Bog ) within your culture borders.
? Have Marsh or Swamp in Culture Borders.

[<100% Completion Reward]
+1 Commerce ( :commerce:) from Wet Terrain tiles, +50% work rate for Terraforming in Wet Terrain, Units start with Promotions &#8220;Waterways I&#8221; and &#8220;Waterways II&#8221;.


[100% Completion Bonus]
Does not Pick trait: Receive only half of the normal Unhealthiness ( :yuck:) penalty from Wetland tiles, +25% improvement work rate in Wet Terrain. Units start with Promotion &#8220;Waterways I&#8221;.
Picks Trait: Receive only half of the normal Unhealthiness ( :yuck:) penalty from Wetland tiles. +25% improvement work rate in Wet Terrain. All Melee / Archer / Recon / Hunter Units Receive the Poison Tips Promotion.

[Negative Effect]
No negative effect.
 
Reserved for Era Specific Traits.​

These traits are only available in this specific Era. They follow the theme of the era, and aim to be about as powerful as the Wonders available in the following Era (as you get these traits at the end of the named eras).


Prehistoric Era Traits

Theme: Hardship, Survival, Family, Dawn of Intelligence

Tribal Defence
Spoiler :

  • Kill x amount of Enemy Units within your cultural borders.
  • Build x Archery Type units.
  • Build Palisades and Earth walls in the Capital.
  • Kill x enemies while defending a city.

[<100% Completion Reward]
+2 xp for archery units, +10% training speed for archers, +25% Production for Walls / Fletcher&#8217;s Hut / Archery Range / The Great Wall.

[100% Completion Bonus]
Does not Pick Trait: Archery Unit with highest xp count gains the Led by Warlord promotion.
Picks Trait: Receive a Great General.

[Negative Effect]
-10% Training Speed for Melee Units. (People prefer to use ranged weapons)


Survival of the Fittest
Spoiler :

  • Kill x amount of Enemy Units within foreign cultural borders.
  • Build x Melee type units.
  • Pillage x enemy improvements (a low x, since there may not be many improvements).
  • Kill x enemies while attacking a city.


[<100% Completion Reward]
+2 xp for melee units, +10% training speed for melee units, +25% production for Warriors Hut / Barracks / Mercenary hut.

[100% Completion Bonus]
Does not Pick Trait: Melee Unit with highest xp count gains the Led by Warlord promotion.
Picks Trait: Receive a Great General.

Animal Lore
Spoiler :

  • Kill x number of Animal units.
  • Train x Hunter type units.
  • Promote x number of units with Hunting 1-3 promotions.
  • Subdue x number of animals.

[<100% Completion Reward]
+20% chance to subdue Animals, +1 Food ( ) from Buildings which provide Carcasses, +1 Culture () from Myth Buildings, All units start with Hunting 1.

[100% Completion Bonus]
Does not Pick Trait: Free Carnival in Capital.
Picks Trait: Free Carnival in Capital. +1xp from Animal Mascots (land + sea). Governor's Pets / Menagerie / Zoos etc decreases Local Instability twice more.

[Negative Effect]
Improvements take 10% longer to build. (Making sure no animals is hurt during construction)

Food Storing
Spoiler :

  • Train x number of Gatherers.
  • Produce x amount of Food per turn in your Capital.
  • Build Storage pit and Shaman hut buildings in Capital.
  • Build x numbers of food producing buildings (with x fairly high).
  • Build x amount of food gathering Improvements (e.g. Seed Camps, Farms, etc).

[<100% Completion Reward]
+25% production speed for Gatherers and Workers, 50% lower upgrade costs for Gatherers, + 1 population :)c5citizen:) in the Capital cities need 10% Less Food () to grow.

[100% Completion Bonus]
Does not Pick Trait: +1 population :)c5citizen:) in the Capital.
Picks Trait: Receive a Great Farmer in the Capital.

[Negative Effect]
-10% Production () in all cities. (Your Citizens all learning some sort of farming trait since childhood, they're a bit slower on the uptake of Building things.)

Legacy
Spoiler :

&#9679; Build x number of buildings which generate Culture ( ).
&#9679; Build x turns of Meager Culture ( ).
&#9679; Culture ( ) Level in Capital at least Level x-1.
&#9679; Culture ( ) Level in Capital at least Level x.

[<100% Completion Reward]
Free artist in capital, 10% more Great Artist ( :gp:) points in all cities, starts golden age, +20% Wonder production during Ancient era.

[100% Completion Bonus]
Does not Pick Trait: + x Culture ( ) in Capital.
Picks Trait: Receive a Great Artist in the Capital. (Note: Confirm Balance)

[Negative Effect]
10% Less Gold ( ) production in the Capital. (Artistic perfection is expensive)

Building a future
Spoiler :

&#9679; Build x number of Gatherers.
&#9679; Build x number of production increasing improvements (Workshops, Quarries, Mines, etc).
&#9679; Produce x number of hammers ( ) per turn in your Capital.
&#9679; Have access to x number of building Resources \ Goods (e.g. Stone, Bricks, Bone, Wood [Good]).
&#9679; Have built a Stoneworker&#8217;s Hut in the Capital.

[<100% Completion Reward]
+10% Building Production, double production speed of Forge, Strategic resources give +1 hammers ( ), +20% wonder production during Ancient era

[100% Completion Bonus]
Does not Pick Trait: Receive an Early Trader in the Capital.
Picks Trait: Receive a Supply Train in the Capital.

[Negative Effect]
-10% Culture ( ) and +1 Unhealthiness ( ) in all Cities. (Practicality vs Aesthetics and Safety).

Banditry
Spoiler :

Banditry [Prehistoric Era Mission]
&#9679; Build the Bandit's hideout building in the capital
&#9679; Train x thieves / Rogues.
&#9679; Have two Rogues at age transition.
&#9679; Pillage x enemy improvements.
&#9679; Have one Rogue at level x.

[<100% Completion Reward] Espionage missions cost 10% less Espionage ( :espionage:) points. ( +2 Espionage ( :espionage:) from Bandits's Hideout, Mercenary camp and Mercenary stables, spies start with the Sneak promotion.

[100% Completion Bonus]
Does not Pick Trait: + x Espionage Points ( :espionage:) vs the most advanced enemy.
Picks Trait: + x Espionage Points ( :espionage:) vs the most advanced enemy.
Receive a free Spy the the Capital.

[Negative Effect]
10% less gold ( ) from Domestic Trade routes ( :traderoute:) and +1 Unhappiness ( :c5unhappy:) in all Cities. (Thievery is rampant in the civilization)

Land of our Ancestors
Spoiler :

&#9679; Train x tribes.
&#9679; Found x new cities.
&#9679; Have a total of x amount of population.
&#9679; Have a total of x tiles within your culture borders.

[<100% Completion Reward]
+50% production for tribes and settlers, cities on this continent can't flip from culture, +50% great general emergence during Ancient era.

[100% Completion Bonus]
Does not Pick Trait: +10% combat strength within cultural borders on this continent during the Ancient and Classical eras.
Picks Trait: +10% combat strength within cultural borders on this continent. Culture Borders ( ) 25% more resistant to foreign culture.

[Negative Effect]
10% Less Gold ( ) from Foreign Trade Routes ( :traderoute:). (people distrust foreign culture)

Bead-Based Economy
Spoiler :

&#9679; Build x amount of Buildings which Produce ( ).
&#9679; Build Beadmaker's hut building in the Capital
&#9679; Work x amount of Wealth Resources.
&#9679; Produce x gold/turn.
&#9679; Produce Meager Wealth for x amount of turns.

[<100% Completion Reward]
+2 Gold ( ) in Capital, +1 Gold ( ) in every other city, +1 Commerce ( ) from buildings which produce &#8220;Goods&#8221;. +25% production for gold producing buildings during the Ancient era

[100% Completion Bonus]
Does not Pick Trait: +x amount of Gold ( ).
Picks Trait: Receive a Great Merchant.

[Negative Effect]
Raises inflation by 20%, +5 Local instability in all cities. (Ebb and flow of the economy makes people insecure)


Primitive Religion
Spoiler :

&#9679; Build Shaman Hut building in Capital.
&#9679; Found a religion.
&#9679; Have a state religion.
&#9679; Generate x amount of Great Prophet Points.

[<100% Completion Reward]
Your Religion spreads to all your current cities. + 1 Culture ( ) from Shaman&#8217;s Hut, +1 Culture ( ) from State Religion in City. +50% Faster Production of Missionaries in Ancient and Classical Eras.

[100% Completion Bonus]
Does not Pick Trait: Decreases National Rebelliousness if Civ has a State Religion ( :religion:). +1 Happiness ( :c5happy:) from state religion monastery building.
Picks Trait: Decreases National Rebelliousness if Civ has a State Religion ( :religion:). Free State Religion ( :religion:) Temple (Shrine/Nature Circle etc) in all current Cities. +1 Happiness ( :c5happy:) in all Cities from State Religion ( :religion:).

[Negative Effect]
-1% Commerce ( ) per Temple. -3% Commerce ( ) per Monastery (religions cost money).

Uniting the Clans
Spoiler :

&#9679; Build Chiefs Hut building in the Capital.
&#9679; Adopt Chiefdom Civic.
&#9679; Have excess Health ( :health:) in Capital.
&#9679; Have excess happiness ( :c5happy:) in Capital.
&#9679; Have built the Bull Leaping National Wonder.

[<100% Completion Reward]
-10% Maintenance per city, less Unhealthiness ( ) per population level, 10% less Food ( ) needed to grow, +1 Military XP.

[100% Completion Bonus]
Does not Pick Trait: +25% Great General Spawn Rate.
Picks Trait: +50% Great General Spawn Rate, Decreases National Rebelliousness, Decreases Local Rebelliousness.

[Negative Effect]
-10% Great Person ( :gp:) Spawn Rate. (Hierarchial class system)

Early Trade
Spoiler :

&#9679; Build x amount of River Ports.
&#9679; Build Barter Post building in the Capital.
&#9679; Have a connecting all cities to your Capital.
&#9679; Have generated x Great Merchant Points.

[<100% Completion Reward]
+1 Diplomacy ( :c5influence:) towards known leaders, +25% production for trade route buildings during the Ancient and Classical eras, +1 trade route ( :traderoute:) in capital.

[100% Completion Bonus]
Does not Pick Trait: Provides access to Trade Language Civic.
Picks Trait: Provides access to Trade Language Civic. Embassies provide +1 Diplomacy ( :c5influence:).

[Negative Effect]
-10% Espionage Points ( :espionage:) (Population is too trusting)

Fire Cult
Spoiler :

Fire Cult [Prehistoric Era Mission]
&#9679; Build x amount of Fire Pits.
&#9679; Build x amount of Dance Huts.
&#9679; Have x amount of Flammability (empire wide).
&#9679; Burn x forests or jungles.

[<100% Completion Reward]
+ 1 Culture ( ), +1 Happiness ( :c5happy:) from buildings which provide Flammability, Can destroy buildings (BURN BABY!) for happiness (for x turns), culture and production, Excess Unhealth ( ) provides Culture ( ). Forest Fire event provides happiness ( :c5happy:) in affected city.

[100% Completion Bonus]
Does not Pick Trait: Burn forest / Jungles +100 % faster
Picks Trait: Burn forest / Jungles +100 % faster, free tech: Oil Lamps (when prerequisite techs have been researched), free Priest specialist in Capital

[Negative Effect]
+3 Unhealth ( ) in all cities (Fires burning everywhere)

Cult of the Wolf
Spoiler :

Cult of the Wolf [Prehistoric Era Mission]
&#9679; Subdue x Wolf / Wolverine / Dire Wolf units.
&#9679; No religion present in your Capital.
&#9679; Must not have Founded a religion at age transition.
&#9679; Have x Animal Totems / Totem Poles.
&#9679; Shaman Hut in Capital
&#9679; Have x amount of Improved Food Resources wolves like to eat (e.g. Sheep, Cows, Deer, Fish, Bison).

[<100% Completion Reward]
Food resources give +1 happiness ( :c5happy:) during Ancient and Classical eras, +1 Culture ( ) in nearest city from sacrificing animals, +10% Culture ( ) from Dance Hut and Music, +1 happiness ( :c5happy:) from Dog Breeder, Herding Dog Trainer, Sled Dog Trainer, War Dog Trainer, Hunting Dog Trainer, International Dog Show, Guard Dog Trainer, Police Dog Trainer.

[100% Completion Bonus]
Does not Pick Trait: Receive free Dire Wolf in Capital, with Bodyguard, Commando, Dedication, Hunter 1, Security 1, Tattoo and Loyalty (100% less likely to revolt) promotions.
Picks Trait Receive free Dire Wolf in Capital, with Bodyguard, Commando, Dedication, Hunter 1, Security 1, Tattoo, Loyalty (100% less likely to revolt) and Wolf Totem promotions (Lots of promotions as Dire Wolf has 3 :strength: and can't upgrade). Dog Units start with +2xp, +10% training speed for Dog units.
 
Reserved for Custom Promotions.​

These are the Custom Promotions that Cultural Heritage uses. I thought I'd code them up to save whoever integrates this for us some time (quite a lot of time really, even with an XML editor).

I've attached the following to this post:
  • XML Code for Promotions (RAR'd)
  • DDS Atlas File and Separate DDS files for the Custom Promotions (RAR'd).

Custom Promotions


Native Highlander I
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Native Highlander II
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Native Highlander III
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Native Woodsman I
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Native Woodsman II
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Native Woodsman III
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Native Seafaring I
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Native Seafaring II
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Native Seafaring III
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Note: This will also receive Ocean Travel once a tag has been made available.


Native Plainsmen I
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Native Plainsmen II
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Wolf Totem
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Desert Nomad I
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Desert Nomad II
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Desert Nomad III
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Arctic Nomad I
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Arctic Nomad II
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Arctic Nomad III
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Note: This will also receive Ice Travel (the ability to walk onto floating Ice Sheets) once a tag has been made available.


Hardy I
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Hardy II
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Hardy III
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Waterways I
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Waterways II
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Attachments

  • Cultural Heritage Promotions XML.rar
    3.2 KB · Views: 291
  • C2C Cultural Heritage ART.rar
    97 KB · Views: 283
I think it should be established that your idea is not linked to a specific "civilization" as in the culture resources, unique units/heroes/buildings and so on you can get. Nor is it linked to a playable civ such as starting out playing as Washington of the United States. Your idea would be independent to these but still possibly influenced by them.
 
You're right, I've added that section in there now, and also quoted you in it since you're a bit more succinct than I am :).

I hope you like the way we've been looking at it.

- Micael
 
I like it, but we have a lot to work on after v21. I would look to the (now defunct) FfH modmod Rise from Erebus for inspiration on this, as they have a similar system.
 
I like it, but we have a lot to work on after v21. I would look to the (now defunct) FfH modmod Rise from Erebus for inspiration on this, as they have a similar system.

You mean that some big changes are scheduled for v22? Then we will aim this for v23 or v24 then! I will look into that modmodthen, so se what we can salvage. Thanks!
 
You mean that some big changes are scheduled for v22? Then we will aim this for v23 or v24 then! I will look into that modmodthen, so se what we can salvage. Thanks!

Well, I THINK that we'll be looking at Genetic Era after the freeze, and when the Civ Tactical Combat Mod gets released we'll probably add the Galactic Era. I'm not in charge of any of this though, so all of this is up in the air.:)
 
Hmm. I had a look at the Rise from Erebus page, and it does look like they're planning on implementing a similar thing in v1.4 (though it's tied in to leaders).

Looks like the latest version available to download is v1.31 though, so unfortunately it looks like we can't "borrow" :)assimilate:)any ideas from them.

- Micael
 
Yeah, I downloaded and played version 1.31.195 and that is something I will not do again. Constant attacks from insanely strong barbarian units, stupid tech tree and ugly interface, not to mention the unbalanced civs.

Anyway, as Micael mentioned, it was also a waste of time, because they have not implemented anything like ls612 hinted at. Guess we are on our own for now.Will check robomani's link tomorrow.
 
Yeah, I downloaded and played version 1.31.195 and that is something I will not do again. Constant attacks from insanely strong barbarian units, stupid tech tree and ugly interface, not to mention the unbalanced civs.

Anyway, as Micael mentioned, it was also a waste of time, because they have not implemented anything like ls612 hinted at. Guess we are on our own for now.Will check robomani's link tomorrow.

Yeah, I forgot that 1.4 was never released, and I agree that 1.3 was ugly, tO say the least. My bad.
 
Genetic Era [...] Galactic Era

Wait! Two more eras to be added? Wow! I have never even played until modern era... I hope I will play a game to its end sometime, since I am so eager to explore the new future eras! I also hope someone will release some balanced scenarios that start at the modern era or thereabouts, because the reason I stop playing many of the games is that I am so far ahead of the AI that I am basically playing solitaire, which is not so fun.
 
@TowerWizard

There is just Trans-Human and then Galactic Era. Trans-Human is from RoM/AND, while Galactic Era is new for C2C. Note that Prehistoric era is also new. We have 9 Eras ...

1. Prehistoric
2. Ancient
3. Classical
4. Medieval
5. Renaissance
6. Industrial
7. Modern
8. Trans-Human
9. Galactic

We also have special bonus "punk" techs which are like mini eras within an era.

- Megafauna Domestication
- Clockpunk
- Steampunk
- Dieselpunk
- Retro Space (maybe be changed to Atomicpunk)
- Biopunk
- Cyberpunk

There is also going to be an Ancient/Classical tech that uses lost technology, however what this era is going to be called is still under development. If all goes well these mini eras will be optional and can be turned off if one wants to.

On a side note with the multi-maps coming up the last 3 eras will each unlock a new map ...

Modern = Lunar Map
Trans-Human = Martian Map
Galactic Era = Galactic Map

In short there is still tons to do and we will have lots to enjoy in the future.
 
Hey,

Quick question. I've been looking through the promotions in game already (so we can give certain promotions as rewards), and noticed some funky ones which would be perfect for us, such as "Green Warden", "Cliff Walker" "Arctic Born" etc.

I was then thinking it might just be better for us to create some new promotions for the trait rewards (if you'd rather we didn't use those above, and if its possible to give something a +15% defence/attack on a specific terrain type without promotions). So I've managed to find the standard Promotions here: D:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization iv beyond the sword\Beyond the Sword\Mods\C2Cr1763\Caveman2Cosmos\Assets\XML\Units

But I can't seem to find those special ones (like Cliff Walker etc) in that XML file (I wanted to use them as a base for the promotions these traits will give). Where exactly should I be looking? Also, I assume that by giving it a pre-requisite of "Special Promotion Tech", it won't be available otherwise?

- Micael
 
On a side note with the multi-maps coming up the last 3 eras will each unlock a new map ...

Modern = Lunar Map
Trans-Human = Martian Map
Galactic Era = Galactic Map

OMG - seriously? How exciting! Been wishing CIV 4 had this sort of thing for years now, I assumed it was not possible, but you have made my day :crazyeye:
 
Hey,

Quick question. I've been looking through the promotions in game already (so we can give certain promotions as rewards), and noticed some funky ones which would be perfect for us, such as "Green Warden", "Cliff Walker" "Arctic Born" etc.

I was then thinking it might just be better for us to create some new promotions for the trait rewards (if you'd rather we didn't use those above, and if its possible to give something a +15% defence/attack on a specific terrain type without promotions). So I've managed to find the standard Promotions here: D:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization iv beyond the sword\Beyond the Sword\Mods\C2Cr1763\Caveman2Cosmos\Assets\XML\Units

But I can't seem to find those special ones (like Cliff Walker etc) in that XML file (I wanted to use them as a base for the promotions these traits will give). Where exactly should I be looking? Also, I assume that by giving it a pre-requisite of "Special Promotion Tech", it won't be available otherwise?

- Micael

Those promotions are DH's creations so you should talk to him about it.
 
OMG - seriously? How exciting! Been wishing CIV 4 had this sort of thing for years now, I assumed it was not possible, but you have made my day :crazyeye:

We're beginning to find that in Civ 4 very little is not possible. You just have to be creative.
 
Those promotions are DH's creations so you should talk to him about it.

Thanks. I figured out how to get it done by looking at the others, seem to have been able to add my own Custom Promotion and custom dds art file too.

Though we still may use his promotions unless you think he'll have an issue with that?

Update on Prehistoric Traits coming soon.

- Micael
 
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