Yeah... I've always had this in mind for once the 1D property feature was developed - overlapping conflicting cultures have been a huge source of revolution sentiment since the dawn of human kind. Our animals serve as great examples. from Subdue_Animals_CIV4UnitInfos.xml, UNIT_SUBDUED_AARDVARK: Code: <Buildings> <Building> <BuildingType>BUILDING_GOVENORS_PETS</BuildingType> <bBuilding>1</bBuilding> </Building> <Building> <BuildingType>BUILDING_GOVENORS_MENAGERIE</BuildingType> <bBuilding>1</bBuilding> </Building> <Building> <BuildingType>BUILDING_ANIMAL_TOTEM_ANTS</BuildingType> <bBuilding>1</bBuilding> </Building> <Building> <BuildingType>BUILDING_EARTH_MYTH</BuildingType> <bBuilding>1</bBuilding> </Building> <Building> <BuildingType>BUILDING_ZOO</BuildingType> <bBuilding>1</bBuilding> </Building> </Buildings> Obviously prereqs are established in the buildings themselves and adhered to by the use of this <Building> tag. It'd take me a little bit to catch up on some things before I could commit to that - work has become enormously demanding and I'm still trying desperately to get to a goal I'd hoped to reach by the end of January (my Traits design). Plus, as Koshling points out, there's some issues with purely making Artists handle this that need to be sorted out. We may want to make the FIRST cultures (Prehistoric age) beyond those base continental ones be assigned with a sort of auto-build mechanism? Or perhaps, yes, a new special "Forefather" Unit that is given for free at Cultural Identity (in the capital) that can initiate a new culture, and nothing else - the Prophet AI would work fine for that. Then from there give the rest to the earned Great Artists. I CAN pause in my efforts to establish the game option... in fact I'll add it to my weekend's list now. I'll put it in as off and invisible by default so you can simply tweak the GameOptionInfos file whenever you want to test it and once you feel its ready you can turn it visible for the rest of us. Unlike most of our modder information linked threads, the system was restructured and thus the pertinent information in this thread is at the end where AIAndy explains how to use his system for replacements. At post #22, he begins to explain what he's done (here!). Check that out and see if it answers your questions. The concept of the option edits is explained at the beginning of that thread along with a bunch of stuff on the way I'd originally implemented it. I believe, however, that buildings still need to be made available for these replacement definitions. BTW, they don't NEED to be in modular files but they can be. It doesn't really matter. Basically you're making a new version of the original and telling its definition to replace the original if the indicated game option is on. The replacing entry can be included in the CORE file if you want. AIAndy's method actually allows for other conditions to make the replacement come into play I believe. But for the most part, its being used for Game Options as triggers. If you want to see some examples in XML of how its being done now, ls612's Trait set is entirely driven by this mechanism - his module isn't so large that these examples can't be easily found. Easily? No. Possible yes but it's not a light adjustment so for the 'just to test how it goes' it wouldn't be worth it. Yeah by making those unbalancing missions have a tech prereq. Perhaps that's the way to go? Make early artists less capable overall? hmm... even a small culture blast would be very valuable to a developing leader though, baiting the player into a bad decision to waste his immediate chance at his first culture. That added set of options would not benefit the future of the culture structure that somewhat depends on all civs GETTING one around the point of Cultural Identity anyhow. It's somewhat the intent of the 1D system to help See the Cultural Heritage project thread. I believe it does encapsulate this concept effectively.