Then why are you making "why aren't we there" comments?
Creative suggestions,
or even graphics or code, or links to mod where we can get stuff that will help us get to the destination would be more helpful.
However:
See post 9. See post 178/9 in this thread,http://forums.civfanatics.com/showthread.php?t=452518
Your complaints are not valid in my eyes. The game is not easy, if you don't want to use your imagination and work for the realization of something you really want to establish, you should go and play civ5.
Good grief, not this one again.
If you are that desperate to have English culture (why? Redcoats are not all that), then just open up worldbuilder at the start of the game and place an apple bonus + some forest near the coast and change your starting location so that you start out near it.
I love the culture system as it is right now, the concept has been part of C2C since v15(?) so it's not as if it's only just been introduced, and I am not sure that I can bear to hear any more moaning about it, to me it is innovative and makes every game different.
The only other post I made about cultures was in regards to the bugged Incan culture, so I am not sure what you mean about "this one again".
I have tried to help you with your Incan culture problem but since you only just posted up a save game about it, it has been impossible to assist before now - and the reason for your Incan problem is that the requirements were changed in a recent update and you now need potatoes rather than Llamas. It isn't bugged, it's just that the C2C team (which I am not part of by the way, I just try to help fellow players with queries when I can) changes a lot of things between versions, so some things that worked one way in one version will not work the same way in the next - it's not a finished product and there will be differences between versions. 
No worries. Although I do understand that the issue with the Incan culture had something to do with Llama not working properly, thus it was switched to potatoes. My game still reflects the old version, as I have just been waiting on the new version of the mod rather than using the SVN.
I'll switch examples to...uhm...French! I don't want to be French at the beginning of the game, and I am completely okay with it taking a lot of effort on my part to be French! I just want to make sure that it actually is possible to build the French culture on any normal map (Obviously ones which require forests won't happen on some sort of all desert map, and that's okay).
In my case, I usually play Native American civilizations, like the Aztecs. Having played several games, I was only ever able to build the Iroquois, Creek, and Sioux cultures without having to crack open world builder and make special city sites for the more demanding cultures like Toltec. Don't get me wrong, I like the Iroquois, Creek, and Sioux cultures, but having played with them in no less than 15 different games, I wouldn't mind a little spice and variety without having to crack open the world builder to do it. Cracking open world builder kills part of the fun for me, because you can't help but have the map revealed to you by doing that.
The system works fine as it is, I just feel that the cultures with really finicky requirements should be toned down, as they're rarely available to build under most circumstances, which denies most players access to a huge portion of the mod. A lot of work went into these cultures after all, and I especially love having access to the lesser known cultures, like Indonesian and Nepalese.

I'll get around to fixing that hopefully soon. But a workaround is to save the game after it has generated into an OoS and then load that save.And sadly, perfect mongoose is the one map that caused immediate OOS errors in multiplay![]()