Gwennog, Hokath, and Jarcast announce
Cultural Components
a 5th and 6th Unique Component mod
Dropbox Download
Please Note!
A handful of components require Civ-Specific Events. In base VP, this has no other effects.
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.
Mod authors can add the following two statements
Unless there is no example in the base civs, then manually amend. This is the case for
And we have temporary compatibility on our end for existing Civs as follows
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
Scandinavian : Denmark and Sweden : Norway and Goth custom civs.
UU : Viking (Pioneer) : Unlocks early at Theology and can cross Ocean. Has 20
CS. Has additional Embarked Vision, Defense, and Movement. Requires 1 Iron.
UB : Mead Hall (Arena) :
GAP from Wheat/Rice/Maize. 1
GAP from 2 XP earned by Units from this City. +1
/
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
Levantine : Egypt, Babylon, Assyria : Hittites, Sumer, Nubia, Israel, Phoenicia modded civs
UU: Mesopotamian Levy (Rifleman) : Cheaper and converts
to
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
Central European : Germany, Austria : Prussia modded civ
UU : Slaganz (Warrior) : Bonus attacking Fortified Units.
near friendly Cities. Can walk through Rival territory.
UB : Teutonic Order (Heroic Epic) :
from Barracks. Melee and Mounted Units gain
from XP, +
against Barbarians, produce
and
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!
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.
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.
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.
Cultural Components
a 5th and 6th Unique Component mod
Dropbox Download
Please Note!
A handful of components require Civ-Specific Events. In base VP, this has no other effects.
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';
Code:
CULTURE_JFD_POLAR, CULTURE_CD_PATAGONIAN, CULTURE_CD_CELTIC
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
For example, in the screenshot, Sweden and Denmark both belong to the (new) Scandinavian Cultural Group
Scandinavian : Denmark and Sweden : Norway and Goth custom civs.
UU : Viking (Pioneer) : Unlocks early at Theology and can cross Ocean. Has 20
CS. Has additional Embarked Vision, Defense, and Movement. Requires 1 Iron.UB : Mead Hall (Arena) :
GAP from Wheat/Rice/Maize. 1
GAP from 2 XP earned by Units from this City. +1
/
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
Levantine : Egypt, Babylon, Assyria : Hittites, Sumer, Nubia, Israel, Phoenicia modded civs
UU: Mesopotamian Levy (Rifleman) : Cheaper and converts
to
like a Settler. Bonuses along Rivers and in DesertUB: 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
Central European : Germany, Austria : Prussia modded civ
UU : Slaganz (Warrior) : Bonus attacking Fortified Units.
near friendly Cities. Can walk through Rival territory.UB : Teutonic Order (Heroic Epic) :
from Barracks. Melee and Mounted Units gain
from XP, +
against Barbarians, produce
and
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!
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.
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.
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
Last edited:
