[New Feature] (beta) Cultural Components (5/6 UC)

hokath

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Gwennog, Hokath, and Jarcast announce
Cultural Components
a 5th and 6th Unique Component mod
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Dropbox Download
Please Note!
A handful of components require Civ-Specific Events. In base VP, this has no other effects.
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Warning: There is a known problem with Strategic View. Use at own risk.

This mod will sit on top of JFD's Cultural Diversity (1) (Core) Utilities,
which is the first in a set of mods that assigns every Civ to a "Cultural Group" in order to allocate things like new Splash Screens, Unit Dialogue, Soundtrack, etc.
The (2) (Gameplay) part of this collection adds starting bonuses, which are not balanced with VP.
Here, we both update this mod and use it to achieve 5/6 UC:
because custom civs have generally maintained compatibility with JFD's Cultural Diversity (and adding it is super easy),
we can create unique components for the Cultural Groups and then automatically be compatible with every custom civ.
Spoiler :

Mod authors can add the following two statements
Code:
CREATE TABLE IF NOT EXISTS Civilization_JFD_CultureTypes(CivilizationType, CultureType, SubCultureType, ArtDefineTag, DecisionsTag, DefeatScreenEarlyTag, DefeatScreenMidTag, DefeatScreenLateTag, IdealsTag, SplashScreenTag,    SoundtrackTag, UnitDialogueTag);
INSERT INTO Civilization_JFD_CultureTypes
(CivilizationType,            ArtDefineTag, CultureType, DefeatScreenEarlyTag, DefeatScreenMidTag, DefeatScreenLateTag, IdealsTag, SplashScreenTag, SoundtrackTag, UnitDialogueTag)
SELECT    'CIVILIZATION_GOES_HERE',    ArtDefineTag, CultureType, DefeatScreenEarlyTag, DefeatScreenMidTag, DefeatScreenLateTag, IdealsTag, SplashScreenTag, SoundtrackTag, UnitDialogueTag
FROM Civilization_JFD_CultureTypes WHERE CivilizationType = 'CIVILIZATION_WITH_SAME_CULTURE';
Unless there is no example in the base civs, then manually amend. This is the case for
Code:
CULTURE_JFD_POLAR, CULTURE_CD_PATAGONIAN, CULTURE_CD_CELTIC
And we have temporary compatibility on our end for existing Civs as follows
Code:
INSERT INTO CD_Compatibility
    (CivilizationType, CultureType, UnitDialogueTag)
VALUES
     ('CIVILIZATION_LS_VIETNAM','CULTURE_JFD_INDOCHINA',    null),
     ('CIVILIZATION_CLINUIT',    'CULTURE_JFD_POLAR',    null),
    ('CIVILIZATION_JFD_PHILIPPINES', 'CULTURE_JFD_EAST_INDIES',     null),
    ('CIVILIZATION_CL_TLINGIT', 'CULTURE_JFD_PACIFIC',        null),
    ('CIVILIZATION_LEUGI_ISRAEL', 'CULTURE_JFD_LEVANTINE',     null),  -- new levantine
    ('CIVILIZATION_AKKADIAN_MOD', 'CULTURE_JFD_MESOPOTAMIC',    null),
    ('CIVILIZATION_VISIGOTHS_MOD', 'CULTURE_JFD_NORTHERN',     null),
    ('CIVILIZATION_TOMATEKH_BENIN', 'CULTURE_JFD_CENTRAL_AFRICAN',    null),
    ('CIVILIZATION_TIMURIDS_MOD', 'CULTURE_JFD_STEPPE', null),
     ('CIVILIZATION_PHOENICIA',    'CULTURE_JFD_LEVANTINE',null), -- new levantine
    ('CIVILIZATION_VP_CHOLA', 'CULTURE_JFD_BHARATA',    null),
    ('CIVILIZATION_MC_LITE_NUBIA', 'CULTURE_JFD_MESOPOTAMIC',null),
    ('CIVILIZATION_IA_KUSHAN', 'CULTURE_JFD_STEPPE', null),
    ('CIVILIZATION_HININ_HISATSINOM', 'CULTURE_JFD_GREAT_PLAINS',    null),
    ('CIVILIZATION_COLONIALCANADA',    'CULTURE_JFD_COLONIAL',    'AS2D_SOUND_JFD_AMERICAN'),
    ('CIVILIZATION_GH_LOUISIANA', 'CULTURE_JFD_COLONIAL',      'AS2D_SOUND_JFD_FRENCH'),
    ('CIVILIZATION_HININ_SCOTLAND', 'CULTURE_CD_CELTIC', null), -- new celtic
    ('CIVILIZATION_HININ_AINU', 'CULTURE_JFD_POLAR', null),
    ('CIVILIZATION_HININ_IMAZIGHEN', 'CULTURE_JFD_WEST_AFRICAN', null);  -- saharan

Done this way, Civilizations of the same Cultural Group have the same 5/6 UC.

For example, in the screenshot, Sweden and Denmark both belong to the (new) Scandinavian Cultural Group
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Scandinavian : Denmark and Sweden : Norway and Goth custom civs.
UU : Viking (Pioneer) : Unlocks early at Theology and can cross Ocean. Has 20 :c5strength: CS. Has additional Embarked Vision, Defense, and Movement. Requires 1 Iron.
UB : Mead Hall (Arena) : :c5goldenage:GAP from Wheat/Rice/Maize. 1:c5goldenage:GAP from 2 XP earned by Units from this City. +1:c5culture:/:tourism: from adding Golden Age turns (max 10).

A barrier to 5/6 UC done the standard way is that for some Civilizations there is either
a) a paucity of quality options either historically or with available assets (e.g. Huns)
b) a short historical time window, in gameplay terms, leading to very compressed bonuses
By interpreting the Cultural Components in a broader sense, we can circumvent these problems.

For example, the Levantine Cultural Group contains ancient civilizations, but gives components in the later Eras of the game, representing the area's recent history
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Levantine : Egypt, Babylon, Assyria : Hittites, Sumer, Nubia, Israel, Phoenicia modded civs
UU: Mesopotamian Levy (Rifleman) : Cheaper and converts :c5food: to :c5production: like a Settler. Bonuses along Rivers and in Desert
UB: Archaeological Park (Museum) : Boosts Archaeologists. Extra yields from Landmarks. Stronger themes, especially those with Artifacts.

At the other extreme, the Central European Cultural Group contains civilizations that tend to have bonuses later in the game, and so focusses on giving them tools for the first two Eras
1765875477436.png

Central European : Germany, Austria : Prussia modded civ
UU : Slaganz (Warrior) : Bonus attacking Fortified Units. :c5strength: near friendly Cities. Can walk through Rival territory.
UB : Teutonic Order (Heroic Epic) : :c5faith: from Barracks. Melee and Mounted Units gain :c5faith: from XP, +:c5strength: against Barbarians, produce :c5gold: and :c5production: in Fortifications and Cities.


Grouping up Civs and sorting them into little structuralist Cultural Groups is never going to fit 100%
In fact, you might take a view that some Civ belongs in a different group. Or, you just want to roleplay like they did -- some alternate history.
You can do that! It's easy to swap the Cultural Group of a Civ with a single UPDATE statement, and we provide examples in the files.
So you can have Eastern European Poland, or Amazonian Brazil, whatever you like!
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We aren't completely happy with how a few new components sits with every Civ in their group.
We wanted to make as few changes to the base game as possible, but in some cases it became the easiest solution to complex jigsaw puzzle.
For example, while the Scandinavian components felt appropriate, they make Denmark quite one-note.
So there we replaced the Longship, which is already represented by the UA, with a later naval vessel.
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Similarly for the Bharata, we wanted to represent the importance of the holy rivers,
But a Bath replacement left India with a concentration of UCs in the tech tree.
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To address this we've moved the Harappan Reservoir back to Ancient (as that was a bronze age culture)
And simultaneously moved the Qila to the Bastion Fort (as the Mughal empire is 1500+ AD)

Note: To display 5/6UC this mod replaces UI lua for the game setup, civ select, and loading screens, as well as some helper functions.
If these get updated in a base VP release, this mod will need to be updated to sync it with VPUI
Hopefully in the future we can get the required functions directly in the main branch.​

Changelog
Spoiler :
Code:
--Released beta 24th Dec 2025
-----------------------------
v 1
-----------------------------
-- fixed some Row tags to Replace for Reindeer compatibility
-- fixed trigger that made custom civs that loaded after CD not work
-- changed Vietnam to Mandala (from Far Eastern) while we wait for compatibility
-- gave Poland the West Slavic (SUBCULTURE_JFD_CENTRAL_SLAVIC) subculture
-- added first SubCulture compatibility in Cultures/SubCultures
 - Voivode : Great General with defensive and economic bonuses
 - Dwor : Gallery/Manor replacement with free Opera House and yields, especially from policy unlock
-- Added missing Baghlah strategic view icon
-- Tolu-Batyr pushed back to Military Strategy (Prod cost doubles) and XP gain % lowered to 60 (from 100)
-- added missing Building_WLTKDYieldMod copy statements (Sun Dance Site was missing it)
-- Blocked Sun Dancer promo if you have an Animal Promotion already (prevents stacking multiple)
-- Disabled food conversion on Mesopotamian Levy (lowers pop too weak)
-- Added Boarding Party 1 to Baghlah, so they carry over more on upgrade (lowered CS by 1 to compensate)
-- Grouped Sun Dancer and Izzat in the pedia, making them easier to find, and fixed a text error there
-- Sun Dance Site WLTKD turns dropped to 10 (was 20)
-- Undying Turtle defense boost increased to 15% (was 10%)
-- Added Liquor to the Embrapa list of buffed resources
-----------------------------
v 2
-----------------------------
-- Removed unnecessary dependencies copied over from another mod (no effect atm but housekeeping)
-- Halved the Pillage Gold on the Distillery (was 40)
-- Fixed Voivode flag
-- Added Lighthouse to Viking free buildings on found
-- Airborne Ranger is now correctly Recon
-- Grocer replacements now provide yields to Coca and Liquor
-- Building_YieldModifiers now copied from base buildings (National Exhibit 10% culture)
-- Dwor now 50% expensive than the base building, like the Barbican
-- Removed Louisiana from compatibility file since it was updated (Celtic are kept because of load order weirdness)
-- Reenabled food conversion on Mesopotamian Levy after DLL change not to consume pop
-- Merged 5.1 CivilopediaScreen.lua
-- Fixed Dzong not having Fortifications
-- Added Define to interface with VP UI
-- Fixed load order problem for Central Europe and East African Warrior UUs
-- Fixed Celtic event triggering on Workshop not Metalsmith
-- Renamed Banco dei Cambi to Campsor and updated text
-- Fixed Ethiopia Jumbe text
-- Removed old Food/BGP on kill from Slaganz
-- Fixed Ghat tooltip looking like it only had 1 culture
-- Increased GAP to 100 (was 50) percent of XP on Mead Hall based on feedback
-------------------------------
v 3
-------------------------------
-- Voi retired to city-state gift
-- New Varangian UU for Eastern culture
-- Fixed Xon not being able to Found Religion, and listed the unique bonuses in its Strategy text entry
-- Fixed Sun Dance Raven promo not healing
-- Refactored some compatibility code, will need redownload of Benin, Nigeria, and Garamantes
-------------------------------
v 4
-------------------------------
-- Reindeer and Coca now spawn correctly from Building_ResourcePlotsToPlace (instead of using lua)
-- Spain and Portugal now part of the Iberian (SUBCULTURE_CD_WESTERN_IBERIAN) subculture
 - International Brigade : Unique Class Merc Unit at Flight that generates Tourism and has unusual mechanics
 - Commanderia : Castle replacement that has aspects of Belief buildings and the General Chapter promo locally
-- Commanderia now also grants up to 20% Prod to Melee and Mounted based on the number of unlocked Beliefs
-- Added Condor Legion CS Gift (will eventually be able to choose between this and the International Brigade)
-- Maharolukti now correctly gain double movement in Forest/Jungle
-- Distillery can no longer be replaced by Plantation
-- Coca can now be placed in Forest and Jungle
-- Monoxyla now has the correct promo icon
-- General Chapter yields from Fortifications are now correctly set according to the text (Cities were already)
-- Sobor now reduces religious unrest like the Grand Temple
-- Stradiot and Varangian now have no purchase cooldown
-- International Brigade does not require supply
-------------------------------
v 5
-------------------------------
-- In Enlightenment Era, East India Company is at Exploration instead (i.e. still 1 tech earlier than Econ)
-- Fixed Metalsmith event typo allowing certain metals to be discovered together (should be only 1 per city)
-- Removed the UI overrides folder as it is now incorporated into VP
 
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I wanted to joke about 100UC by year 2050, but this actually sounds cool and not as design heavy as 4UC. I always wanted Scandinavians to be able to settle distant lands earlier than others, so the Viking unit is very interesting, and adding it like this doesn't require the whole set to revolve around it or somehow be incorporated into it, which is why I think this is cool. Strict civ themes with interconnected UCs are nice, but a little more generality in their uniqueness is something I've been missing for some reason.
 
Yes we do have to draw the line somewhere :D
Another big selling point of doing it this way is that it's less work. Although, it was still a lot of work... :badcomp:
 
We've kept the "one military, one economic" UC model, which I think is very important to stop a civ becoming ultra-focussed and therefore over-powered/balance-warping.
Although there is no intention to integrate this mod in the future -- and because it relies on another mod we don't own, that wouldn't be possible anyway -- we have kept to a strict VP-standard in terms of the effects we have used.
The original 4UC was a long time ago when the mod had far fewer tools, and some now-standard but then-exotic effects were added with lua. One of the main reasons 4UC integration was important is that the AI simply did not understand many of these effects.
Here, we have aimed to completely avoid the use of lua for the components!
This is not to say all the components are doing things you've seen before, but it does mean that most-all of this is going to show up correctly on the new automated tooltips!
The two exceptions are
1) A replacement for the resource-spawning table for the Andean Culture's Coca luxury resource, the default version of which makes me want to pull my hair out, frankly. (though it was used elsewhere, that's how weird it is)
2) We use lua to fire some civ-specific events that allow for lua-like effects that are reported naturally within the in-game UI. Most of the time this isn't necessary though and we use existing triggers. The outcome is the same.

Examples are
East African Jumbe
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a Great Merchant who amongst other effects permanently boosts the value of Strategic Resources and Harbors for each one you acquire

Celtic Metalsmith
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a Windmill replacement that along with increasing the value of Mines, provides a tradeable copy of a random Metal Resource (Iron, Copper, Silver, etc).

Oceanic Kaimiloa
1766137450026.png

a Cruiser which amongst other effects causes all Musicians in the Empire to generate ⚓ Great Admiral Points for 20 turns when you first acquire one.
 
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I want to show off some of the gorgeous new promotion icons @gwennog has made for the mod.
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We've been iterating the mod since January (2025), and so we've gone through a few version of some components as they've been playtested.
In the end, a few of these didn't end up making it to the release candidate (like the "Sand Viper", top row, which was for a Great General that cloaked nearby Units!), which I think you'll agree is not because of the icon's quality!
 
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In the OP, I've provided details on how to make future custom civs compatible with JFD's Cultural Diversity.
Gwennog and Jarcast will be making all their civs compatible in the near future, and the other non-archived custom civs from Pdan, Hinin, and others are for the current time included in the base mod.

Making a huge mod like this is so complicated because so many of the gameplay ideas, resources (such as existing models and icons), and historical background has already been used, either in VP+4UC itself, or within its custom civs. Indeed, one of my big tasks before release is to compile the full credits for the mod! We're so fortunate to have an active community, and in particular @jarcast2, who (along with maintaining the stickied showcase thread) has developed a superhuman knowledge of the Civ V mod scene. Approaching this task would not have been possible without his help. From finding assets to coming up with designs for components; from tweaking art with his swiss-army-knife of online freeware to knowledge of the .gr2 editor.

In putting together this 5/6 UC we've brainstormed so many new ideas, but we've also kept in mind upcoming designs too. Look forward to entries such as Nepal, Malaysia, Scythia, the Yolngu and the Dharug, and more in the coming period! For that, we intend to add support for the Aboriginal Culture some time next year.
 
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Axatin has managed to get onto Santa's naughty list this year because the 5.0.1 update at the weekend broke UI compatibility with this mod by hardcoding the 4UC.
MFW
Spoiler :

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Fortunately the commit history on github makes it straightforward to generalize the hardcoding (I know, I know, we're on a schedule here) to work for 5/6 UC.
In fact I also managed to fix the fact that Cultural Unique Improvements required a UI workaround to show in the civ select screen! So that's nice!
Spoiler :

1766430896169.png

Code:
DB.CreateQuery([[SELECT DISTINCT i.ID, i.Description, i.PortraitIndex, i.IconAtlas from Improvements i, Civilization_Leaders cl, Leader_Traits lt, Trait_BuildsUnitClasses tbuc, Builds b where cl.CivilizationType = ? and lt.LeaderType = cl.LeaderheadType and lt.TraitType = tbuc.TraitType and tbuc.BuildType = b.Type and i.Type = b.ImprovementType and b.OrderPriority=90]]);

I still need to fix the civilopedia to show multiple civs for a Unique Building. For some reason it's working for Units but not Buildings. That may or may not make it into the release.
Update: That seems to work too!
This will need updating when the UI is tweaked in the future, but for now crisis averted! :D
 
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I found a funny exploit.

Polar Civs were given a Worker action that spawned Reindeer on Tundra and Snow, limited by adjacency. Very nice, very polar.
Unfortunately the adjacency restriction is on the improvement. So what you could do is make you reindeer, then plant a GPTI on top of it and remake 3 new Reindeer.
Didn't rise to the level of this fun exploit someone found recently, but probably wasn't acceptable.
We took a look at the design -- which was partly for an upcoming VP-compatible Sami -- and decided its not the best for Inuit and Ainu (Polar is entirely populated by custom civs by default!).
The design monkeys were sent back to work and threw together a unique Agribusiness with a more controlled Reindeer population, and probably better representation of the real practice.
1766573652926.png


The credits file is complete. Tonight I will upload my Christmas Eve message. If you've been good.
 
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It was the night before Christmas, and all through the forum, nothing was being posted except an update on when Prussia might get 5.0 compatibility but other than that nothing much.

I've done one last pass over the components, fixed some text errors and a missing merchant slot. The database is clear. The AI games don't seem to crash.
I know it's a bit an exotic way to do this, but I'm really hoping this has longevity: that it supports and is supported by the ever expanding custom civ selection.
Custom civs are such a pillar of civ modding. I imagine there's a whole swathe of people out there who will never play VP because of how attached they are to their collections, work that represents thousands of hours of hard graft from strangers around the world, given away for free to the fellow civ fanatics.
No doubt I've missed something, and nothing is set in stone, but for those who have been following along, I am really excited to release the first beta version of 5/6 UC.
Merry Christmas,

DOWNLOAD
 
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On the eleventh day of Christmas,
It was the night before Christmas, and all through the forum, nothing was being posted except an update on when Prussia might get 5.0 compatibility but other than that nothing much.

I've done one last pass over the components, fixed some text errors and a missing merchant slot. The database is clear. The AI games don't seem to crash.
I know it's a bit an exotic way to do this, but I'm really hoping this has longevity: that it supports and is supported by the ever expanding custom civ selection.
Custom civs are such a pillar of civ modding. I imagine there's a whole swathe of people out there who will never play VP because of how attached they are to their collections, work that represents thousands of hours of hard graft from strangers around the world, given away for free to the fellow civ fanatics.
No doubt I've missed something, and nothing is set in stone, but for those who have been following along, I am really excited to release the first beta version of 5/6 UC.
Merry Christmas,

DOWNLOAD
A very pleasant gift!
 
Thanks for all your hard work on this! There seems to be an incompatibility with the unique city states modmod. Either one works individually but when both are enabled, the maximum number of city states I can choose in the setup screen is 0 and the game immediately crashes upon trying to start it. Here are the logs.
 

Attachments

Merry Christmas! What a gift, thank you for the immense amazing work on all of this in one of my favorite games ever, Civ 5
 
I can't start a new game because I'm just staring in awe at the civilization selection menu and the new shiny components! It boggles my mind that you even bothered to add unique components to civs that aren't even in the vanilla roster! Thank you so much for this!

On a side note, would you consider integrating Tomatekh's "Historical Religions Complete" into this mod? The original mod on the Steam workshop seems to no longer be compatible with VP and I think it would be a nice fit to be included here, at least an abridged version of it.
 
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