Cultural Diffusion

Tested mod on normal map, worked very nicely and interesting. Great job!

But not sure if it will work same in harder situations, like next map.
http://forums.civfanatics.com/showthread.php?t=393637
Wasn't able to start game on it. Can anybody confirm problem?

UPDATE:
after 700-turns gameplay (renessanse era) looks like it's perfomance is connected to cityes amount. On crowded large map can take 10sec from total 20-40 sec of turn. No crashes or save-load problems, but advances gamplay in very interesting way. Must have mod!
Especially interesting to combine with healing only on friendly territory, or to gifting newly-conquered cityes ideas :)
P.S. 've played with disabled neutral-conquer.
 
Updated for Revolution, now available on CFC database (was already on Steam Workshop)

v.17 (July 09, 2013)
- Optimization: Use MapModData for data sharing
- Optimization: Save tables only when needed
- Culture conversion rate in city is affected by some of Brave New World policies (Media Culture, Socialist Realism, Nationalism) or G+K/Vanilla (Communism, Democracy, Populism)
 
Hi Gedemon,

I believe I asked this before many moons ago, regarding the advanced setup option logic...

Does having tile flipping ON imply that tile acquisition is also active (even if it's explicitly OFF)? That's the behavior I see when I set up a game with those options (Revolutions).

It looks like if either ALLOW_CIV4_SPREADING or ALLOW_TILE_FLIPPING are true then plot ownership gets evaluated and updated. I haven't tried setting up the opposite scenario (flip OFF acquire ON) to see how that goes, but with both OFF there's definitely no spread.

I had been wanting to try a game with just the vanilla culture spread routine on unowned tiles and flipping on competing tiles, but I'm not sure whether that's one of the intended possibilities or if there's some bug/unintended behavior.

Thanks. Really enjoy seeing your history mod finally coming together :)
 
I had been wanting to try a game with just the vanilla culture spread routine on unowned tiles and flipping on competing tiles, but I'm not sure whether that's one of the intended possibilities or if there's some bug/unintended behavior.

It should really work as you want with "Acquire Tile" OFF and "Flip Tile" ON.
 
Okay, found something: I've inverted the description texts between "Acquire Tile" and "Flipping Tile" :o

Just invert the options until I post a fix...
 
Okay, found something: I've inverted the description texts between "Acquire Tile" and "Flipping Tile" :o

Just invert the options until I post a fix...

Heh... so it's actually in custom setup. That was bugging the hell out of me for like a year :crazyeye:

I like huge (random) maps and epic or marathon pace, and I do think that acquiring tiles via your culture spread definitely helps move things along more quickly to the point that tension develops sooner with neighbors. However, it still feels a little awkward with the vanilla spread active alongside it. I guess there's no way to just feed that bucket without also affecting policies though.

Thanks for looking at it :)
 
@Gedemon: regarding another thread that I did not wish to hijack (Mods Requested) and the question I posed regarding unescorted settlers and the AI: I do happen to use a couple of mods that alter AI behavior. Possibly those could be impacting what I've been observing. Thanks for pointing out the possibility. I'll try to pin down the behavior by removing those mods for a while.
 
Small fix uploaded:


v.18 (Aug 06, 2013)
- Bugfix: "Tile Flipping" and "Tile Acquisition" options descriptions were inverted.
 
Brilliant, thanks :)

I think I've finally settled with having them both on. With the low wealth in early BNW games, the vanilla acquisition is far too slow for the mod to do anything interesting until the medieval period. On big maps, anyway.
 
Just installed this mod for a savegame and enabled it after setting ALLOW_CULTURE_CONQUEST to true. However, nothing happens when I move a unit to a tile adjacent to my territory whose owner is at war with me. Is this because I didn't start a new game? How is conquest supposed to work anyway, I walk a unit there and immediately the tile switches?
 
Will this work with the Fortress Borders Mod? (I don't have any knowledge of code, so I can't check myself)
 
Do you think you could create a Border Treaty option, where you could change culture values on tiles outside of the normal way of cultural diffusion? It would be good if I could grant nearby City-States or Civilizations land that I'm intruding upon that I really don't need, for the purpose of aiding their own growth...
 
When I use this mod the Lua log and the Firetuner console get spammed with this error:

Runtime Error: C:\Users\User\Documents\My Games\Sid Meier's Civilization 5\MODS\Cultural Diffusion (v 18)\Lua\CultureUIFunctions.lua:82: attempt to index field 'Text' (a nil value)

It doesn't ever effect gameplay, everything works and looks how it's supposed to.
 
Does anyone know how to use this mod on a Mac? I REALLY REALLY want this mod to work but don't know how to get it working.

EDIT: Rescind my last question. I figured that part out. However, I cannot quite figure out how to tell if the Mod is working or not. Also, I have read through this entire forum and am still confused as to whether or not this mod allows for you to convert something like a city-state with culture???
 
you need the revolution mod that work with this one to convert cities.

to check if the mod is active, when you move your mouse over an owned tile, the description should show the culture percentage. you should also get more options related to CD in the advanced setup screen.
 
When I use this mod the Lua log and the Firetuner console get spammed with this error:

Runtime Error: C:\Users\User\Documents\My Games\Sid Meier's Civilization 5\MODS\Cultural Diffusion (v 18)\Lua\CultureUIFunctions.lua:82: attempt to index field 'Text' (a nil value)

It doesn't ever effect gameplay, everything works and looks how it's supposed to.
I am getting this same error, however, it seems to greatly lag gameplay, especially the UI. It is making the game nearly unplayable, as I often have to wait minutes to switch to a single unit. This is one of my favorite mods, but the lag when switching units/production is unbearable.
 
In my game, my borders stopped expanding 5 tiles from the city, no matter how much culture I had in that city. Is that supposed to happen? I thought that with this mod the borders spread indefinitely...
 
Awesome mod :D

Thanks for sharing and reintroducing elements I really liked in Civ 4 (shame on you Firaxis)

please make a version which affects water tiles... pretty please! =)
Completely support that
 
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