Predator145
King
- Joined
- May 22, 2020
- Messages
- 724
Stock game has 5 cultural slots being: American, European, Medi, Mid East and Asian. But it's not possible to squeeze in civs like the Indians, Incas, Sahelians that have unique architecture. It's also not possible to to have a civ combine elements from multiple groups like the Americans having an American city set, Western Euro fortifications and religious improvements yet Greek style libraries and unis (their founders were huge fans of ancient Greco-Romans).
So here is how you can do it in your own epic game mod. It does come with a heavy price of extremely labor intensive. It took me months but I've tested it successfully.
One of the biggest limitation to this is the game's city improvement limit. If you have lots of autoproducing Small Wonders like me you'll find that city improvement slots are precious and must be carefully considered. Here's the solution I've come up with to cram in as much content as possible with the available resources:
First, you need to assign all civs to a Culture group. Each Culture group has a starting tech. So for example, the Mayans are of Culture1 and start with the non era, untradeable Culture1 tech. They will share this will other civs of a different architecture group. This is done to maximize the use of resources. This is what it looks like with American city set civs at the left and Eastern Asian civs on the right like in the city screen sheet:
C1: Aztecs, Mayans, English, Celts, Carthage, Hittites, Babylon, Persia, Japan
C2: First Nations, Slavs, Iberians, Romans, Sahel, Chinese, Koreans
C3: Inca, Norse, Dutch, Germans, French, Byz, Indians, Mongols
C4: Americans, French, Greeks, Ottomans, Egypt, Bantu, Arabs, South East Asians
So the English too will start with the Culture1 tech. As you can see, Carthage is the only Medi civ in C1. They have a unique blend of Medi and later Islamic architecture. This allows me to let them have their unique Berber castle. Hittites, Babylon and Persia share the same ancient fortifications that differ from let's say the Egyptians, Arabs and Ottomans who belong to C4.
So how do we prevent a Culture group from building other groups' flavor improvements? We tie the improvements to tech unlocked local bonus resources. The problem is how can you get these local bonus resources upon unlocking the tech. You need an improvement to generate them. You can either use a heavily perfumed SW to generate an improvement called "Flag" in every city and build that first thing in the game. The AI will do so too with the perfume. Or you can switch your Palace to being an SW generating "Flag". Remember to give the Palace a wonder slash. This comes with the price of not being to change capitals by building the Palace improvement (it remains in the menu as an improvement even if you set the Palace to SW in the editor). Also, it's best that you set its cost to 0 shields because if the AI loses its capital it will want to build the Palace improvement and thus wastes shields. If you still want to have a prebuild for wonders you can create an expensive dummy improvement that is negatively perfumed so the AI would never touch it. Here is what it looks like:

So in my case, "Flag Culture" is the autogenerated improvement that would instantly appear for every civ, in every city at the beginning of the game. Flag Culture would generate all the tech related local bonus resources. For example, the tech "Ceremonial Burial" will now unlock the bonus resource "Ceremonial Burial", which is needed for you to build a "Shrines" city improvement. The tech slot itself is used to feature the Culture group tech. This means a C1 civ is prevented from building C2, C3, C4 shrines. You'd need to have 4 versions of each improvement that you want flavored. Here's what it looks like:


But even among C1, I wanted the Babylonians to have their own unique Shrines, Temples and Libraries. So this is where I give them a second non era, untradable tech. This one happens to be one that allows me to buff the Religious and Scientific trait as well:

Babylonians are the only civ in the game to have the 2 traits of Religious and Sci together. So they're the only civ starting with the Sci+Rel tech. That means the C1 Shrines, C1 Temples and C1 Libraries can be obsoleted with the Sci+Rel tech. The Babylonians can then build their own unique ones. But since I still want the Babylonians to build the regular C1 Academies and C1 Universities as well as C1 Cathedrals so I have the Babylonian and C1 Libraries produce a local bonus resource "Library" and the Babylonian and C1 Temples produce the local bonus resource "Temple". The C1 Academy would require both the local bonus resource "Civil Service" unlocked with the tech Civil Service and the local bonus resource "Library". It looks like this:

Since religious and scientific improvements generate culture you don't have to worry about another civ capturing them and then build their own version on top of that. But when it comes to fortifications, this becomes a problem. So how do we make them uncapturable? Flintlock hasn't come up with a solution in C3X yet. But we can still do so with negative culture. Here's how I did it:
First, use that same autoproduced flag improvement I talked about earlier (in my case it's "Flag Culture") to give you a very large negative culture. Make it -100 (maximum the editor can handle). Now the mechanism of the editor is that the improvement that generates negative culture WILL BE IGNORED by the improvements that appear lower on the list. Anything above will have their culture generated nullified by the negative culture. This means you can give all your fortifications a token culture of 1 and place them above the "Flag Culture" in the editor. This ensures they don't generate any culture in game yet can't be captured by another civ. Migrate your actual culture generating improvements, GWs and SWs below the "Flag Culture" improvement so that they ignore its negative culture. It looks like this:


The stuff I don't want to be able to be captured are at the top of the editor list above the Flag Culture improvement.
Here's what the city screen sheet looks like with this set up:

Here you can see how with this set up, I can have the Inca, Byz, Indians, Turco-Mongols have their unique sets because they're the only civ of their city set group in C3.
I upload the religious and science city improvement graphics in this thread: https://forums.civfanatics.com/threads/religious-and-science-flavor-city-improvements.700465/
I'll upload the Incan, Indian, Slavic, Byzantine, North American sets in the future. I already have the city screen graphics. But it's the civilopedia icons that I don't have for many. Right now I'm just using place holders for many of them.
So here is how you can do it in your own epic game mod. It does come with a heavy price of extremely labor intensive. It took me months but I've tested it successfully.
One of the biggest limitation to this is the game's city improvement limit. If you have lots of autoproducing Small Wonders like me you'll find that city improvement slots are precious and must be carefully considered. Here's the solution I've come up with to cram in as much content as possible with the available resources:
First, you need to assign all civs to a Culture group. Each Culture group has a starting tech. So for example, the Mayans are of Culture1 and start with the non era, untradeable Culture1 tech. They will share this will other civs of a different architecture group. This is done to maximize the use of resources. This is what it looks like with American city set civs at the left and Eastern Asian civs on the right like in the city screen sheet:
C1: Aztecs, Mayans, English, Celts, Carthage, Hittites, Babylon, Persia, Japan
C2: First Nations, Slavs, Iberians, Romans, Sahel, Chinese, Koreans
C3: Inca, Norse, Dutch, Germans, French, Byz, Indians, Mongols
C4: Americans, French, Greeks, Ottomans, Egypt, Bantu, Arabs, South East Asians
So the English too will start with the Culture1 tech. As you can see, Carthage is the only Medi civ in C1. They have a unique blend of Medi and later Islamic architecture. This allows me to let them have their unique Berber castle. Hittites, Babylon and Persia share the same ancient fortifications that differ from let's say the Egyptians, Arabs and Ottomans who belong to C4.
So how do we prevent a Culture group from building other groups' flavor improvements? We tie the improvements to tech unlocked local bonus resources. The problem is how can you get these local bonus resources upon unlocking the tech. You need an improvement to generate them. You can either use a heavily perfumed SW to generate an improvement called "Flag" in every city and build that first thing in the game. The AI will do so too with the perfume. Or you can switch your Palace to being an SW generating "Flag". Remember to give the Palace a wonder slash. This comes with the price of not being to change capitals by building the Palace improvement (it remains in the menu as an improvement even if you set the Palace to SW in the editor). Also, it's best that you set its cost to 0 shields because if the AI loses its capital it will want to build the Palace improvement and thus wastes shields. If you still want to have a prebuild for wonders you can create an expensive dummy improvement that is negatively perfumed so the AI would never touch it. Here is what it looks like:

So in my case, "Flag Culture" is the autogenerated improvement that would instantly appear for every civ, in every city at the beginning of the game. Flag Culture would generate all the tech related local bonus resources. For example, the tech "Ceremonial Burial" will now unlock the bonus resource "Ceremonial Burial", which is needed for you to build a "Shrines" city improvement. The tech slot itself is used to feature the Culture group tech. This means a C1 civ is prevented from building C2, C3, C4 shrines. You'd need to have 4 versions of each improvement that you want flavored. Here's what it looks like:


But even among C1, I wanted the Babylonians to have their own unique Shrines, Temples and Libraries. So this is where I give them a second non era, untradable tech. This one happens to be one that allows me to buff the Religious and Scientific trait as well:

Babylonians are the only civ in the game to have the 2 traits of Religious and Sci together. So they're the only civ starting with the Sci+Rel tech. That means the C1 Shrines, C1 Temples and C1 Libraries can be obsoleted with the Sci+Rel tech. The Babylonians can then build their own unique ones. But since I still want the Babylonians to build the regular C1 Academies and C1 Universities as well as C1 Cathedrals so I have the Babylonian and C1 Libraries produce a local bonus resource "Library" and the Babylonian and C1 Temples produce the local bonus resource "Temple". The C1 Academy would require both the local bonus resource "Civil Service" unlocked with the tech Civil Service and the local bonus resource "Library". It looks like this:

Since religious and scientific improvements generate culture you don't have to worry about another civ capturing them and then build their own version on top of that. But when it comes to fortifications, this becomes a problem. So how do we make them uncapturable? Flintlock hasn't come up with a solution in C3X yet. But we can still do so with negative culture. Here's how I did it:
First, use that same autoproduced flag improvement I talked about earlier (in my case it's "Flag Culture") to give you a very large negative culture. Make it -100 (maximum the editor can handle). Now the mechanism of the editor is that the improvement that generates negative culture WILL BE IGNORED by the improvements that appear lower on the list. Anything above will have their culture generated nullified by the negative culture. This means you can give all your fortifications a token culture of 1 and place them above the "Flag Culture" in the editor. This ensures they don't generate any culture in game yet can't be captured by another civ. Migrate your actual culture generating improvements, GWs and SWs below the "Flag Culture" improvement so that they ignore its negative culture. It looks like this:


The stuff I don't want to be able to be captured are at the top of the editor list above the Flag Culture improvement.
Here's what the city screen sheet looks like with this set up:

Here you can see how with this set up, I can have the Inca, Byz, Indians, Turco-Mongols have their unique sets because they're the only civ of their city set group in C3.
I upload the religious and science city improvement graphics in this thread: https://forums.civfanatics.com/threads/religious-and-science-flavor-city-improvements.700465/
I'll upload the Incan, Indian, Slavic, Byzantine, North American sets in the future. I already have the city screen graphics. But it's the civilopedia icons that I don't have for many. Right now I'm just using place holders for many of them.
