Cultural Diffusion

For great artist, only fix I can think of (without the DLL or an LUA event telling when the culture bomb is activated) is to remove the culture bomb ability and give that unit a spreading and/or converting culture ability.

btw you'll also have to change
Code:
ALLOW_CIV4_SPREADING = false
to
Code:
ALLOW_CIV4_SPREADING = true
for what you want.
 
v.7 is passing the final tests, I'll post it tomorrow I think.

It will include military conquest :D
 
Here's v.7 on CFC Mod Database

And the changelog :


v.7 (Mar 12, 2012)
- rebuild Mod project after HDD crash.
- added : military conquest (capture tiles with military units)
- added : maximum distance from a city a plot may flip
- feature : an owned plot should alway show the owner culture
- changed : replace the showed culture value by a comment on culture strength


Configuration options :

Open CultureDefines.lua in the mod folder with any text editor.

Here are the new defines values :

Code:
CULTURE_FLIPPING_MAX_DISTANCE = 8 -- max distance from a civ city a plot may flip

ALLOW_CULTURE_CONQUEST = true -- allow the use of military culture conquest
MINIMAL_CULTURE_FOR_CONQUEST = 150 -- minimum value of the unit culture on the plot to allow flipping. Overriden by CULTURE_CONQUEST_EVEN_NONE = true
CULTURE_CONQUEST_EVEN_LOWER = true -- conquest tile even without having more culture on it than it's current owner
CULTURE_CONQUEST_EVEN_NONE = true -- conquest tile even without having any culture on it. CULTURE_CONQUEST_EVEN_LOWER must be set to true if you want to activate this one
LOCKED_TURN_ON_CONQUEST = 5  -- number of turns the tile is locked (can't flip back) when conquered
 
What do you think about giving the artist as ability to unlock a policy for sacrifice? But I wonder if this makes him too strong...
 
is it just me or isnt it working on Scenarios? when i try a scenario the loading screen just never ends with the mod turned on.

anyways its still such a great mod! <3
Which scenarios are you trying ?

What do you think about giving the artist as ability to unlock a policy for sacrifice? But I wonder if this makes him too strong...

I think I will give him (and it's improvement) the ability to spread culture like cities.
 
This is great (I hope; I haven't tried it yet)! One of my favorite things to do in Civ 3/4 was to take over enemy cities that had good resources via cultural takeover :D
 
Edit: D'oh, wrong thread. Thanks so much for this! One issue: I get alerts of other civilizations taking tiles even if I haven't met them yet.
 
Small update :)

Please note that tile flipping is now OFF by default, you'll have to edit one line in CultureDefines.lua to set it back (see change log or first post)


v.8 (Apr 11, 2012)
- Bugfix : no visual spamming of culture in plot help text when scrolling the map during AI turn.
- Bugfix : the player get notifications for tile flipping only if he is concerned (aquired or lost tiles for his empire)
- Changed : list culture on plot in decreasing order
- Config : default value for tile conquest is "false" (can be set ON by changing the ALLOW_CULTURE_CONQUEST value to "true" in CultureDefines.lua)
- Config : default value for tile flipping is "false" (can be set ON by changing the ALLOW_TILE_FLIPPING value to "true" in CultureDefines.lua)
 
Gedemon - will this work with Thalassicus' UP/VE Mod?
 
Yes, no incompatibility so far.
 
I have a problem. I downloaded and installed the mod, and then enabled it. I then proceeded to set up a game in the mod menu and launch. The problem is that there is no tile information such as ":culture: %" showing up in game and no tiles are being flipped. I did set the two values in the culturedefines.lua file to true. This also happens to be the only mod I have installed currently.
 
Is your game patched to last version ?

if so, can you please post your lua log after starting a game with the mod activated:

- Enable lua loging : open the config.ini file (in "..\My Documents\My Games\Sid Meier's Civilization 5") with notepad or any other text editor, find the line with "LoggingEnabled = 0" and replace by "LoggingEnabled = 1"
- Launch a new game with Cultural Diffusion enabled, do 1 or 2 turns, quit game, go to the "..\My Documents\My Games\Sid Meier's Civilization 5\Logs" folder, open Lua.log with your text editor, and save the log as a .txt file and post it here, or just copy/past the text in the file here, using the SPOILER tag (
spoiler2.gif
) to not waste space
 
Yes, my game is patched to the latest version. Here's what I got with 3 turns playing China:

Spoiler :
[2295915.324] Initializing Lua 5.1.4
[2296232.801] InstalledPanel: Refreshing Mods
[2296232.895] InstalledPanel: ModID IN ('178c8703-28c7-4fdc-81b7-674a710fff51', 'adbc3334-367b-4435-a584-fd783b712865', 'd565342c-f7b5-495e-9c1d-c05c2d55c8a3')
[2296232.895] InstalledPanel: Refreshing Mods
[2296233.129] InstalledPanel: Refreshing Mods
[2296234.798] InstalledPanel: ID - 178c8703-28c7-4fdc-81b7-674a710fff51, Version - 6
[2296234.798] InstalledPanel: Refreshing Mods
[2296237.044] InstalledPanel: Refreshing Mods
[2296237.934] InstalledPanel: Refreshing Mods
[2296242.021] OnlinePanel: 0
[2296242.036] OnlinePanel: Unofficial Patch and Vanilla Enhanced - (v. 148)
[2296242.036] OnlinePanel: SPQR Rise of Rome - (v. 1)
[2296242.036] OnlinePanel: UI - Trade Opportunities - (v. 6)
[2296242.036] OnlinePanel: Songkran Wonder Pack - (v. 1)
[2296242.036] OnlinePanel: Global - No Conquered Allies - (v. 1)
[2296242.052] OnlinePanel: Logic Mod - (v. 2)
[2296242.052] OnlinePanel: Six Corners - (v. 9)
[2296242.052] OnlinePanel: UI - Summary Specialists - (v. 2)
[2296242.052] OnlinePanel: UI - Summary Shipping - (v. 2)
[2296242.052] OnlinePanel: UI - Summary Luxuries - (v. 2)
[2296242.052] OnlinePanel: UI - Summary Clock - (v. 1)
[2296242.068] OnlinePanel: UI - Summary City States - (v. 2)
[2296242.068] OnlinePanel: UI - Summary Barbarians - (v. 2)
[2296242.068] OnlinePanel: UI - Summaries - (v. 5)
[2296242.068] OnlinePanel: UI - Wonders - (v. 1)
[2296242.068] OnlinePanel: Utils - Modular Summary Bar - (v. 2)
[2296242.068] OnlinePanel: More Population Per City - (v. 4)
[2296242.083] OnlinePanel: Faerun Scenario - (v. 3)
[2296242.083] OnlinePanel: CIVILIZATION__NiGHTS - (v. 118)
[2296242.083] OnlinePanel: UI - Resources - (v. 5)
[2296242.083] OnlinePanel: REFRESHING PAGER COUNT
[2296242.083] OnlinePanel: 987
[2296242.520] OnlinePanel: REFRESHING PAGER COUNT
[2296242.520] OnlinePanel: 987
[2296242.629] OnlinePanel: 0
[2296242.629] OnlinePanel: Unofficial Patch and Vanilla Enhanced - (v. 148)
[2296242.629] OnlinePanel: SPQR Rise of Rome - (v. 1)
[2296242.629] OnlinePanel: UI - Trade Opportunities - (v. 6)
[2296242.629] OnlinePanel: Songkran Wonder Pack - (v. 1)
[2296242.629] OnlinePanel: Global - No Conquered Allies - (v. 1)
[2296242.629] OnlinePanel: Logic Mod - (v. 2)
[2296242.629] OnlinePanel: Six Corners - (v. 9)
[2296242.629] OnlinePanel: UI - Summary Specialists - (v. 2)
[2296242.629] OnlinePanel: UI - Summary Shipping - (v. 2)
[2296242.629] OnlinePanel: UI - Summary Luxuries - (v. 2)
[2296242.629] OnlinePanel: UI - Summary Clock - (v. 1)
[2296242.629] OnlinePanel: UI - Summary City States - (v. 2)
[2296242.629] OnlinePanel: UI - Summary Barbarians - (v. 2)
[2296242.629] OnlinePanel: UI - Summaries - (v. 5)
[2296242.629] OnlinePanel: UI - Wonders - (v. 1)
[2296242.629] OnlinePanel: Utils - Modular Summary Bar - (v. 2)
[2296242.629] OnlinePanel: More Population Per City - (v. 4)
[2296242.629] OnlinePanel: Faerun Scenario - (v. 3)
[2296242.629] OnlinePanel: CIVILIZATION__NiGHTS - (v. 118)
[2296242.629] OnlinePanel: UI - Resources - (v. 5)
[2296244.517] InstalledPanel: Refreshing Mods
[2296246.249] InstalledPanel: Refreshing Mods
[2296247.075] InstalledPanel: Refreshing Mods
[2296284.734] Map Script: Generating Map
[2296284.734] Map Script: Generating Plot Types (Lua Archipelago) ...
[2296284.750] Map Script: Setting Plot Types (MapGenerator.Lua)
[2296284.765] Map Script: Setting coasts and oceans (MapGenerator.Lua)
[2296284.765] Map Script: Expanding coasts (MapGenerator.Lua)
[2296284.765] Map Script: Generating Terrain (Lua Archipelago) ...
[2296284.781] Map Script: Setting Terrain Types (MapGenerator.Lua)
[2296284.781] Map Script: Map Generation - Adding Rivers
[2296284.781] Map Script: Map Generation - Adding Lakes
[2296284.781] Map Script: Adding Features (Lua Archipelago) ...
[2296284.812] Map Script: - Alpha site chosen
[2296284.812] Map Script: - Alpha site chosen
[2296284.812] Map Script: - Alpha site chosen
[2296284.812] Map Script: -
[2296284.812] Map Script: - Atoll Target Number: 3
[2296284.812] Map Script: - Number of Atolls placed: 3
[2296284.812] Map Script: -
[2296284.812] Map Script: - Atolls placed in Alpha locations: 3
[2296284.812] Map Script: - Atolls placed in Beta locations: 0
[2296284.812] Map Script: - Atolls placed in Gamma locations: 0
[2296284.812] Map Script: - Atolls placed in Delta locations: 0
[2296284.812] Map Script: - Atolls placed in Epsilon locations: 0
[2296284.828] Map Script: Creating start plot database (MapGenerator.Lua)
[2296284.828] Map Script: Dividing the map in to Regions (Lua Archipelago)
[2296284.828] Map Script: Map Generation - Dividing the map in to Regions
[2296284.843] Map Script: Choosing start locations for civilizations (Lua Archipelago)
[2296284.843] Map Script: Map Generation - Choosing Start Locations for Civilizations
[2296284.859] Map Script: Normalizing start locations and assigning them to Players (MapGenerator.Lua)
[2296284.859] Map Script: Placing Natural Wonders (MapGenerator.Lua)
[2296284.890] Map Script: --- Placing Natural Wonders! ---
[2296284.890] Map Script: -- Placed all Natural Wonders --
[2296284.890] Map Script: -
[2296284.890] Map Script: -
[2296284.890] Map Script: Placing Resources and City States (MapGenerator.Lua)
[2296284.890] Map Script: Map Generation - Assigning Luxury Resource Distribution
[2296284.890] Map Script: Map Generation - Placing City States
[2296284.890] Map Script: Map Generation - Choosing sites for City States
[2296284.890] Map Script: Rectangular regional division spanning the whole world: all city states must belong to a region!
[2296284.890] Map Script: All city states assigned.
[2296284.906] Map Script: Map Generation - Placing Luxuries
[2296284.906] Map Script: Map Generation - Placing Strategics
[2296284.906] Map Script: Map Generation - Placing Bonuses
[2296284.906] Map Script: Map Generation - Normalize City State Locations
[2296284.921] Map Script: -------------------------------
[2296284.921] Map Script: Map Generation - Adding Goodies
[2296284.921] Map Script: -------------------------------
[2296284.921] Map Script: Determining continents for art purposes (MapGenerator.Lua)
[2296295.982] CivilopediaScreen: SetSelectedCategory(12)
[2296295.982] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[2296296.091] CivilopediaScreen: SetSelectedCategory(1)
[2296296.091] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[2296300.240] Tutorial: Enabling Tutorial
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[2296302.830] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[2296306.636] CultureMain: ---------------------------------------------------------------------------------------------------------------
[2296306.636] CultureMain: -------------------------------------- Cultural Diffusion script started --------------------------------------
[2296306.636] CultureMain: ---------------------------------------------------------------------------------------------------------------
[2296306.683] CultureMain: Loading Culture Defines...
[2296306.683] CultureMain: -------------------------------------
[2296306.714] CultureMain: Loading Culture Utils Function...
[2296306.714] CultureMain: -------------------------------------
[2296306.714] CultureMain: Loading Culture Debug Functions...
[2296306.714] CultureMain: -------------------------------------
[2296306.714] CultureMain: Loading Culture Functions...
[2296306.714] CultureMain: -------------------------------------
[2296306.714] CultureMain: ------------- NEW TURN --------------
[2296306.714] CultureMain: Game year = -4000
[2296306.714] CultureMain: -------------------------------------
[2296306.714] CultureMain: ---------------------------------------------------------------------------------------------------------------
[2296306.714] CultureMain: -------------------------------------- Cultural Diffusion script loaded ! -------------------------------------
[2296306.714] CultureMain: ---------------------------------------------------------------------------------------------------------------
[2296307.385] TechTree: AdvisorControl could not be found
[2296307.385] Demographics: Dequeuing demographics
[2296307.385] Demographics: Dequeuing demographics
[2296329.007] Runtime Error: [string "C:\Users\MYNAME\Documents\My Games\Sid Mei..."]:34: attempt to index local 'cultureRelations' (a nil value)
[2296329.990] ProductionPopup: AdvisorControl could not be found
[2296330.302] Runtime Error: [string "C:\Users\MYNAME\Documents\My Games\Sid Mei..."]:34: attempt to index local 'cultureRelations' (a nil value)
[2296331.129] Runtime Error: [string "C:\Users\MYNAME\Documents\My Games\Sid Mei..."]:34: attempt to index local 'cultureRelations' (a nil value)
[2296331.519] Runtime Error: [string "C:\Users\MYNAME\Documents\My Games\Sid Mei..."]:34: attempt to index local 'cultureRelations' (a nil value)
[2296333.609] Runtime Error: [string "C:\Users\MYNAME\Documents\My Games\Sid Mei..."]:34: attempt to index local 'cultureRelations' (a nil value)
[2296336.433] Runtime Error: [string "C:\Users\MYNAME\Documents\My Games\Sid Mei..."]:34: attempt to index local 'cultureRelations' (a nil value)
[2296337.353] TechPopup: AdvisorControl could not be found
[2296338.554] CultureMain: -------------------------------------
[2296338.554] CultureMain: Your turn execution time = 31.83
[2296338.554] CultureMain: -------------------------------------
[2296339.662] CultureMain: ------------- NEW TURN --------------
[2296339.662] CultureMain: Game year = -3940
[2296339.662] CultureMain: AI turn execution time = 1.11
[2296339.662] CultureMain: -------------------------------------
[2296339.662] CultureMain: Update culture Map
[2296339.662] CultureMain: ------------------
[2296339.662] CultureMain: ------------------
[2296339.662] CultureMain: Update plot ownership...
[2296339.662] CultureMain: - don't check for : CIVILIZATION_FRANCE, is dead
[2296339.662] CultureMain: ------------------
[2296339.662] CultureMain: Updating Culture execution time :
[2296339.662] CultureMain: Load tables = 0
[2296339.662] CultureMain: Add Culture = 0.0049999999999955
[2296339.662] CultureMain: (inc. diffusion = 0 )
[2296339.662] CultureMain: Update ownership = 0.0049999999999955
[2296339.662] CultureMain: Update LockedMap = 0
[2296339.662] CultureMain: Save tables = 0.00099999999997635
[2296339.662] CultureMain: Total time = 0.010999999999967
[2296339.662] CultureMain: -------------------------------------
[2296345.231] CultureMain: -------------------------------------
[2296345.231] CultureMain: Your turn execution time = 5.572
[2296345.231] CultureMain: -------------------------------------
[2296345.824] CultureMain: ------------- NEW TURN --------------
[2296345.824] CultureMain: Game year = -3880
[2296345.824] CultureMain: AI turn execution time = 0.59099999999995
[2296345.824] CultureMain: -------------------------------------
[2296345.824] CultureMain: Update culture Map
[2296345.824] CultureMain: ------------------
[2296345.824] CultureMain: ------------------
[2296345.824] CultureMain: Update plot ownership...
[2296345.824] CultureMain: - don't check for : CIVILIZATION_FRANCE, is dead
[2296345.824] CultureMain: ------------------
[2296345.824] CultureMain: Updating Culture execution time :
[2296345.824] CultureMain: Load tables = 0
[2296345.824] CultureMain: Add Culture = 0.0060000000000286
[2296345.824] CultureMain: (inc. diffusion = 0 )
[2296345.824] CultureMain: Update ownership = 0.0020000000000095
[2296345.824] CultureMain: Update LockedMap = 0
[2296345.824] CultureMain: Save tables = 0.00099999999997635
[2296345.824] CultureMain: Total time = 0.0090000000000146
[2296345.824] CultureMain: -------------------------------------
[2296348.024] CultureMain: -------------------------------------
[2296348.024] CultureMain: Your turn execution time = 2.205
[2296348.024] CultureMain: -------------------------------------
[2296348.663] CultureMain: ------------- NEW TURN --------------
[2296348.663] CultureMain: Game year = -3820
[2296348.663] CultureMain: AI turn execution time = 0.63200000000001
[2296348.663] CultureMain: -------------------------------------
[2296348.663] CultureMain: Update culture Map
[2296348.663] CultureMain: ------------------
[2296348.663] CultureMain: ------------------
[2296348.663] CultureMain: Update plot ownership...
[2296348.663] CultureMain: - don't check for : CIVILIZATION_FRANCE, is dead
[2296348.663] CultureMain: ------------------
[2296348.663] CultureMain: Updating Culture execution time :
[2296348.663] CultureMain: Load tables = 0
[2296348.663] CultureMain: Add Culture = 0.0020000000000095
[2296348.663] CultureMain: (inc. diffusion = 0 )
[2296348.663] CultureMain: Update ownership = 0.0020000000000095
[2296348.663] CultureMain: Update LockedMap = 0
[2296348.663] CultureMain: Save tables = 0.00099999999997635
[2296348.663] CultureMain: Total time = 0.0049999999999955
[2296348.663] CultureMain: -------------------------------------
[2296351.456] Runtime Error: [string "C:\Users\MYNAME\Documents\My Games\Sid Mei..."]:34: attempt to index local 'cultureRelations' (a nil value)
 
Thank you for the report, I'll post a bug fix ASAP (maybe tomorrow), seems I've broken something with the last update...

There is an entry referring to my Revolution mod that prevent the display of cultural value if the Revolution mod is not loaded. Obviously this is a problem as the Revolution component is not yet released :D (and I want that mod to be independent anyway...)
 
New version uploaded, sorry for that bug, should have tested it alone before release...


v.10 (Apr 18, 2012)
- Bugfix : culture value were not displayed on mouse over hexes if the Revolution mod was not activated.
 
Small update :

v.11 (Apr 22, 2012)
- Feature : options added to the advanced setup screen to set Culture Flipping and Culture Conquest ON/OFF.
- Added : Policies can influence culture diffusion (and corresponding ON/OFF option to setup screen)


Here are the (first batch of) policies effects :

- Liberty opener : other's (foreign, separatist) culture groups (CG) grow at same rate as your's in your cities.
- Tradition opener : convert 2% of foreign's CG in cities to your's each turn.
- Tradition finisher : convert 3% of foreign's CG in cities to your's each turn.
- Communism : convert 10% of foreign's CG in cities to your's each turn.
 
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