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Cultural Diversity

So for now, what can we do and how can we help?
 
So for now, what can we do and how can we help?

Nothing really; it's down to a combination of waiting for a few fixes from Whoward in his DLL (the faith purchasing fix is needed by a few Culture Group traits) and getting the motiviation to do this over Piety and Prestige. But thanks though.

One strange thing I noticed is that Mercantile is in the trait list but none of the groups has it.

Fixed. Commercial got split out into Financial and Mercantile.
 
Will the culture groups have special decisions (Sukritact's mod) available to them?
 
Just got wind of this and I'm excited to see what comes of it. I've long felt that there was something missing in how Civ V handled cultural groups and this goes a ways towards addressing that. I might quibble over some of the classifications and definitions, but you have obviously put a lot of thought into this already so I'll happily sit down and shut up :D until I have played around with it...which hopefully will happen. Keep up the excellent work - I admire your imagination and talent.
 
Hey JFD.

I'm thinking there may be a possible snag that needs to be investigated with regards to Great Artists, Writers, and Musicians with regard to asssigning them to culture groups (or specific civs) such as I'm doing with great generals and admirals.

When a great person is popped into the game, it is pre-assigned with a name the game takes from the unused list it keeps track of. If I then re-name the unit, I'm wondering if the original great work that was assigned to the unit by its great artist, writer, or musician unique name will still apply, or if renaming the unit 'drags' the associated new great work name along with it. I'm not asking you to investigate. I'm mentioning it as a possible problem.

The way I'm treating Generals and Admirals doesn't really apply since they have nothing extra assigned to thier unique names.

I think I'm going to re-work my code anyway to get it less bloaty, and to provide a running list of unique unit names that have already been used within a game. After I work these two things out I think I may very well go ahead and try to build a culturally-linked great artist, writer, and musicians system. This should verify whether there is or isn't an inherent problem in using a non-dll method like I am for Great Generals and Great Admirals.

Since it looks like Cultural Diversity is in a bit of a hold pattern I don't think you'd be ready to proceed with finishing off Cultural Diversity before I have a chance to finish off the Generals and Admirals mod and take a stab at the Artists, Writers, and Musicians. I would probably offer both the Gens & Admirals and the AWM mods as individual mods assuming I can get both to work, and you'd be quite welcome to use all or part of either in Cultural Diversity.

Right now thought I'd drop this note as a heads-up...
 
Thank you, appreciated. I doubt I'd be ready to finish CulDiv before you finish your mod, indeed. The current implementation is a little underwhelming and needs to be rethought.

I have an idea for how I'd like group specific traits to be, but have only one example that I haven't been able to replicate into other groups. I would like each group to have to maintain a Prestige meter (so I'd like to integrate this with Prestige and Piety a bit more) in order to attain their rewards, but the only example of how to sustain their Prestige is the High-American trait, which would require sacrifices. So, intentionally, the puppet cities of High-Americans would generate units that can be sacrificed in a regular city with a Temple to keep the Prestige meter filled. Having the Prestige meter full (or partially filled) affords the rest of their unique effects (faith from kills, and whatever else I'd originally planned for them). Under this system, I'm not sure of the place of the shared traits, which then become a little gratuitous.

At any rate, I intend to focus on Piety and Prestige (the Piety portion) before returning to CulDiv, and then, if I haven't settled on a compelling direction by then, return to Exploration Continued Expanded.
 
Did try out the Great Works issue this morning. The Great Work name assigned to the unit originally by the game is maintained even after a unit re-name. Apparently the unit:SetName() function is merely cosmetic. I looked for a command like 'SetGreatWork' in the Units lua reference but didn't find anything.

So I'm going to archive the work I did this morning and re-zero-in my Great Admirals and Great Generals mod to only be concerned within lua with those two unit types.

Afterward I think I'll take another look at the great artisans group. Perhaps there's a way I can hook into a great work is created event. Though I'm half expecting if there is such a thing it's hard-coded and non-accessible. That would be in keeping with (as whoward describes it) the BNW dll-lua spaghetti. :)

In any event my work this morning is not wasted. makee learnee, makee learnee.
 
Is this a new design for this mod? I like it a lot - especially the soundtracks. I'm probably not going to use it regularly until it's more complete. I wish you the best in compiling so many soundtracks...
 
Wait; no science penalties? But that was the most interesting feature about this mod! :cry:

Although I am very happy you're working on this! ;)

Sounds like an optional feature to me, then :) I'll think of a simple way to make it work fairly; maybe, in general, yield rate disparities.
 
I'll add disparities when every group has the basics.

For now, Mandala has been added, with special thanks to Sukritact :)

https://www.dropbox.com/s/z1ccl57mjvqm0gh/JFD's Cultural Diversity (With Music) (v 1).civ5mod?dl=0

I completely understand if no one wants to download until all the soundtracks are included - from that point, I'll release patches that you can overwrite the files with, so that you don't have to download the mod over and over - it'll probably exceed a GB at the end of it, and seeing as the Internet-Mana party didn't win the recent election, I don't think I'd be pleased with that myself :p Well worth it once it's finished though :D
 
Just wonder if someone could give a quick brief explanation of what this mod will do from the op i see that its going to group civs together with some unified artist flavors similar in respect to how ethnic units give different unit skins but it seem this mod does much more but I cant quite find a clear consice explanation.
 
The mod just does as it says in the OP for now: it categorises civs into culture groups, and applies unique soundtracks, era splash screens, embarkation graphics, starting bonuses, etc. to those groups. For instance, the base game categorises civs into one of four/five groups: African, American, Asian, and European, and applies unique soundtracks and graphics accordingly. This mod expands on that principle to create 18 groups (although city graphics can't be changed yet as far as I'm aware), and aims to make each group as diverse or immersive as possible.
 
The mod just does as it says in the OP for now: it categorises civs into culture groups, and applies unique soundtracks, era splash screens, embarkation graphics, starting bonuses, etc. to those groups. For instance, the base game categorises civs into one of four/five groups: African, American, Asian, and European, and applies unique soundtracks and graphics accordingly. This mod expands on that principle to create 18 groups (although city graphics can't be changed yet as far as I'm aware), and aims to make each group as diverse or immersive as possible.

Thanks very much. Is the talk of bonus and reductions further down the line then?
 
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