Cultural Diffusion

Yes, no incompatibility so far.
 
:thanx:

Well done Sir.
 
hey just one question i recogniced , that if i play with military conquer of tiles, my cpu goes down:confused:
i love it to play with, but the loading time between turns is very large. Also in my games, the ai has conquered my tiles of walking through it. Jip its awesome but its laggy too.
Can i do anything to make it more quickly?
 
Can you post your Lua log after a game session (a few turns) with this mod, please ?

- 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 the game, and if you still have the bug go to the "..\My Documents\My Games\Sid Meier's Civilization 5\Logs" folder, either open Lua.log with your text editor and save the log as a .txt file or simply zip the log file and then post it here as an attachment to your post (don't try to copy/paste it, it may be too long for the allowed post size)
 
Thanks for the fast answer. In my actually game i disabled military conquer.
But i will enable it , in my next game and post the lua log.
Maybe the actual lua log is helpful so here is it. I use also some other mods, but the laggy thing is only when i enable military conquer (last played on great map with 10 ais), and it starts around turn 65. Thanks for the help i really enjoy your mods;)
 

Attachments

@Gilgamesch : values in the lua log are okay for the culture diffusion, I need to do more test enabling debug for tile capture, I have not found anything yet.

BTW, a bit late, but the version on steam workshop have a small change, so here's the log...

v.12 (Jun 06, 2012)
- Updated : use steam workshop
- Gameplay : Separatist are not created, only converted (in Revolutions mod).
 
Nice mods, but somehow I cant' activate (enable) Revolutions after suscribing and downloading the Mod Revolutions. Do I need all DLC or how to activate? It seems like something is missing for me...
 
You need this mod and Custom Advanced setup Screen to be activated before being able to activate the revolution mod.

Sorry that the UI works this way, it would be better to have a popup asking if you want to activate or download the required mod instead of just "can't be enabled, missing dependencies"
 
You need this mod and Custom Advanced setup Screen to be activated before being able to activate the revolution mod.

Sorry that the UI works this way, it would be better to have a popup asking if you want to activate or download the required mod instead of just "can't be enabled, missing dependencies"

Okay so obviously my mistake, thought I did it this way, will try it again...
 
Since long time I started playing civ again, because I'm looking forward for GODS and KINGS :)

So I regarded the game from a new perspective:
I remembered civ4 revolution and saw, why this was so great. The beginnging of a game was so dynamic, because there were no strict barbarians that will be damned barbarians forever but could develop. For this I hate CIV 5, because it thinks BLACK and WHITE - BARBARIANS and CIVS/CSs.

The idea is to give barbs the chance to develop:
barbs
step1 ->potential city-state
step2 ->potential nation

This would be such a dynamic world that we would love:)

Historic examples are many, like former GERMANY: Romans said, these were BARBARIANS, then later there were divided in many small nations (Middle Age's Fürstentümer) and finally they were an united nation.

step1 could be -> If the barbs have a worker they captured for several turns in there camp they flip to a CS. CS with the Quest kill the encampment would stay enemies.

step2 could be -> If at least 2 city-states are not at war with each other and share their borders for several turns, they become a united nation.


Maybe I'm just dreaming and it's impossible to mod, but how about the idea?

It's revolution backward -> EVOLUTION...
 
This mod is pretty nice. It would be a nice addition if instead of tiles flipping automatically all the time that maybe they should only flip when you're at war. Or possibly when you're at war and have a military unit on that tile and have enough culture to flip it.

That would simulate a land grabbing war pretty nicely. and not make culture so important to hold your land if you're a peace loving civ that everyone likes.
 
Hm, would the author(s) of this and the Rev mod consider adding a religious factor in, somehow? Either to revolutions or tile flipping?

The idea I'm thinking is that religious spread simply adds to the culture spread. So you could "fight" culture spread with high religion, or enhance culture spread with high religion.

Edit: This would work well with religious beliefs that increase the range or intensity at which your religion spreads, too
 
This mod is pretty nice. It would be a nice addition if instead of tiles flipping automatically all the time that maybe they should only flip when you're at war. Or possibly when you're at war and have a military unit on that tile and have enough culture to flip it.

That would simulate a land grabbing war pretty nicely. and not make culture so important to hold your land if you're a peace loving civ that everyone likes.
If you're using advanced setup, the options for tile flipping should allow you to set flipping during war only.

Then you can also edit the CultureDefines.lua file (with notepad or any text editor) in the "\My Documents\My Games\Sid Meier's Civilization 5\MODS\Cultural Diffusion (v 12)\Lua" folder, and change
Code:
CULTURE_CONQUEST_EVEN_LOWER = true
to
Code:
CULTURE_CONQUEST_EVEN_LOWER = false
to allow flipping from unit conquest only if you have more culture on the tile than the current owner.

If you're not using advanced setup but normal setup, also change
Code:
ALLOW_TILE_FLIPPING = true
Code:
ALLOW_CULTURE_CONQUEST = false
to
Code:
ALLOW_TILE_FLIPPING = false
Code:
ALLOW_CULTURE_CONQUEST = true
to prevent tile flipping outside war time (during war it will request a military unit to capture the tile).

there no option combination to allow flipping in war only without unit intervention, but I may add it.

Is this mod compatible with the new update?
yes, that's one of the few not impacted by the last patches.

Hm, would the author(s) of this and the Rev mod consider adding a religious factor in, somehow? Either to revolutions or tile flipping?

The idea I'm thinking is that religious spread simply adds to the culture spread. So you could "fight" culture spread with high religion, or enhance culture spread with high religion.

Edit: This would work well with religious beliefs that increase the range or intensity at which your religion spreads, too
yes, religion should play a part in culture diffusion and revolution, but I still have to make a complete game with G&K to better understand the new gameplay before trying to change it, and keeping my mods up to date combined with 2 weeks away from home has not helped ;)
 
How should I handle Citadels when tile flipping is on ? :think:

Create a change in culture of all surrounding tiles when it's created, like when a city is captured ?

Or just forbid tile flipping from culture around a citadel ?

And what if culture conquest by units is enabled ?
 
How should I handle Citadels when tile flipping is on ? :think:

Create a change in culture of all surrounding tiles when it's created, like when a city is captured ?

Or just forbid tile flipping from culture around a citadel ?

And what if culture conquest by units is enabled ?

A citadel and its surrounding tiles should be immune to cultural influence as well as "tile-by-tile"-conquest.

Can you instead make the surrounding area flip on capture of the citadel?
As I understand it, the citadel itself "controls" the surrounding area, represented by the culture bomb effect.

So every time an enemy unit enters the citadel tile, it could drop a "culture bomb" in favour of that unit's civ, representing the change in ownership of the citadel. This would make a concentrated assault on a citadel all the more worthwhile, rewarding you with several tiles at once for successfully taking an enemy's stronghold.
 
that means border citadels would break the rules of diffusion, just pop a general there and you don't have to worry about tiles being flipped...
 
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