How to implement unique cultural city improvements in an epic game mod using C3X

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:

Screenshot (3721).png

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:

Screenshot (3723).png Screenshot (3722).png Screenshot (3724).pngScreenshot (3719).png

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:

Screenshot (3720).png

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:
Screenshot (3727).png Screenshot (3726).png

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:
Screenshot (3728).pngScreenshot (3729).png

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:
Screenshot (3730).png

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.
 
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.
In the last versions of C3X Flintlock managed to overcome the 256 buildings limit of Civ 3.
 
Thats a weird combo of civs in the culture group though. What about city graphics?

The "Culture groups" are positioned such that each civ would the the only ones of their city graphics group so that they can have their own separate architecture. For example, the Inca are positioned in such away that they're the only American city graphics civ in their group. This ensures they can have their own architecture.

Here are the city graphics designations:

C1: Aztecs, Mayans (American city graphics) English, Celts (Western European city graphics) Carthage (Medi city graphics), Hittites, Babylon, Persia (ME city graphics), Japan (Eastern Asian city graphics)
C2: First Nations (American), Slavs (Western Euro) Iberians, Romans (Medi) Sahel (ME) Chinese, Koreans (EA)
C3: Inca (Am) , Norse, Dutch, Germans, (WE), Byz (Medi), Indians (ME) , Mongols (EA)
C4: Americans (Am), French (WE), Greeks (Medi), Ottomans, Egypt, Bantu, Arabs (ME), South East Asians (EA)
 
In the last versions of C3X Flintlock managed to overcome the 256 buildings limit of Civ 3.
How? Last time I checked it was the problem with the Editor, not C3X. How does C3X overcome that? I haven't downloaded the latest version because my current game doesn't need its functions and I don't want have to redo all my settings.
 
How? Last time I checked it was the problem with the Editor, not C3X. How does C3X overcome that? I haven't downloaded the latest version because my current game doesn't need its functions and I don't want have to redo all my settings.
In C3X you can find the following feature, but until now I had not the time to test it::

City improvement limit.jpg
 
Predator145, now I made a test of the new feature in C3X to add more more than 256 buildings to the biq and the result was at least very problematic. In the Firaxis editor for every entry over the 256 building limit the entry for the next building was grayed out, forcing me to leave that screen in the editor and starting the buildings again. Than the grayed out window was gone and the next building could be entered. For every following building always the same anoying procedure was needed.

When I had enterd 10 buildings over the limit, I saved the biq and wanted to see the new entries - but there was nothing to see in that biq. On the other side when I started a game with that biq, the additional buildings and their settings were in the game, but when making the slightest changes in that biq (per example changing a tech of any entry), all these additional buildings were gone for ever when playing with that biq. Even attempts to add more than 256 buildings with the Quintillus editor 1.47 failed.

All in all at present this feature of C3X in my eyes is not recommended and therefore no obstacle for your proposals. :)

Editor grayed out.jpg
 
Last edited:
You need some special editor which allows the extra buildings. The EXE mod allows you to actually play with those extra buildings. You need both to get this to work, or if someone created a scenario with extra buildings, you only need the EXE mod.

If either of you two figure out how to install and get the special editor (I think it's the Quintus editor or something) please post instructions. I've tried and failed several times.
 
Predator145, now I made a test of the new feature in C3X to add more more than 256 buildings to the biq and the result was at least very problematic. In the Firaxis editor for every entry over the 256 building limit the entry for the next building was grayed out, forcing me to leave that screen in the editor and starting the buildings again. Than the grayed out window was gone and the next building could be entered. For every following building always the same anoying procedure was needed.

When I had enterd 10 buildings over the limit, I saved the biq and wanted to see the new entries - but there was nothing to see in that biq. On the other side when I started a game with that biq, the additional buildings and their settings were in the game, but when making the slightest changes in that biq (per example changing a tech of any entry), all these additional buildings were gone for ever when playing with that biq. Even attempts to add more than 256 buildings with the Quintillus editor 1.47 failed.

All in all at present this feature of C3X in my eyes is not recommended and therefore no obstacle for your proposals. :)

View attachment 755163
Have you tried it with the Quintillus editor?
 
Predator, I'm assuming these are static Eras? I.e. a faction remains in the same era for the entire game. OR are they able to progress somehow through the ages?
No. This is an epic game with eras. A few civs like the Ottomans and Babylons have unique improvements that can age up. But the rest stay static. It would take an insane amount of improvements to have them all age up, something the game can't doesn't enough slots for.
 
  • Like
Reactions: ajb
Back
Top Bottom