Actually, I'm wondering if you are going to completely stop with civ v mods when unavoidably moving to vi? Since I got this idea that as a concept would compliment the features of culdiv pretty nicely.
Basically, unitsounds per era. I'm thinking that wouldn't be an easy task to achieve, but I just now realized that it's rather possible to add unique unitsounds to each custom civ, and since the actual audio files can be compressed to take up practically no space at all, I was thinking of starting to work on unique unit sounds for some of the civs.
Then I realized that some of the styles that'd fit a civ's cultural background (e.g vikings grunting and shouting, british talking a bit more properly etc.) don't really fit every era. For example, I just now realized how much it breaks immersion to have proper modern-age soldier formations answer to their commander (player) with brutish grunts when playing with civs that have the CulDiv tag of northern. Also it feels rather odd to be a very early settlement from 4000BC talking wild-west style colonial american.
So I was thinking if it was possible for me to change the soundset each era, to more properly fit in the game and the atmosphere.
I quickly realized this isn't something I could do, but this kind of feature would definitely compliment the CulDiv mod, at least that's what I initially thought. I'm not sure if this would be hard or easy to do for someone who knows how to code, but it would seem to be a rather short bit of code at least, however hard to come up with. This is kind of a request I guess, if this kind of functionality could be added to this mod's base, just existing there for custom civ creators to make use of. I know it's giong to be a hard job to gather enough samples of each cultural background for this base mod to include any, but it'd just be there in the background, if someone wanted to make use of it.
I, for one, would love this feature, since I'm looking to further add details to some of the civs I play with, and possibly some I would create if I ever learn how to do just that. But unfortunately I do have to admit that I'm not able to do this kind of bit at all.
Either way, if you're planning to make similiar amazing mods over there at vi circles, definitely consider this possibility. I'd think that would almost revolutionize the custom civ experiences, if something like this became somewhat a standard among the custom civ creators. In the end, the more immersion, the more enjoyability and depth there is to the gameplay.
EDIT: Is culturally divided pools of great people already a part of this mod? If not, would that be hard to achieve? I know there are some external mods that do something like this, but I believe they don't really make use of CulDiv's cultural classifications, which most civs generally do support in some way at least. If this is something easy to code, I'd be more than happy to help pooling up some great people from different cultures, starting with the european culturetypes, and extending to every culturetype if need be. I'm thinking the actual building of the xml files with the names is the most labourous part, in which I'd be ready to do work on, but maybe the actual coding of a feature like this wouldn't be that hard?
EDIT2: Actually, nevermind the first part, the actual post. I just read up on lua and found that there's a function GetCurrentEra. I guess I can make my own mod to adjust those for every civ, just need to figure out a dynamic and modular way to do it so that I don't have to edit this to every custom civ seperately. Doesn't sound terribly hard to me, especially with such a function existing and assumably easily workable.
EDIT3: Even further, actually scratch the EDIT1 as well
Now that I'm starting to realize that there's already a wide array of different kind of functions for specific game purposes, I'm pretty sure there's a bunch that help getting this kind of pool done and just applying a different pool for a different culturetype externally.