[Mod] True Culture Location and Territory Naming for the Giant Earth Map

I think I do something wrong. The files from Github goes to "..\Steam\steamapps\common\Humankind\BepInEx\plugins" right?
 
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github is only the source code, I've not posted the compiled DLL on it, you need to extract the file in OP in that path.

edit: and the map in OP. the names being number means the mod is loaded, but it hasn't identified the map.
 
juhu it works.:crazyeye: I was confused by the name of the map (though it was something old and the new one is on mod.io)
 
i just tried this gem today and i've been loving it. it's a refreshing take on the core mechanics, easy to understand and quite well integrated. congrats to everyone involved!
 
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After the collapse of Roman Empire English retained Rome, but lost all the outposts in Spain and Africa. Eastern Roman Empire became independent "Byzantium" with people there still calling themselves Romans. I must say the current implementation (with all 4 options selected as "True" ) is VERY satisfactory. I enjoy this Medieval Era map a lot. At some point I hope it will be possible to make sure that cities named quasi-accurately, just like in YnAEMP. Kudos, Gedemon! :hatsoff:
 
I wonder if it's possible to rename independent/breakaway states based on region/era, potentially (not that 'Romans' isn't neat here). In Tigranes' picture, the Sabines could be Berbers and Numidians could be Balochis, for example.
 
Yes.

Well, let's mitigate a bit, we have full DLL access, so the answer will always be yes, the problem is the time involved.

But independent people true spawning location was the next planned step, I've just no idea yet if it will be easy or not.
 
I wonder if it's possible to rename independent/breakaway states based on region/era, potentially (not that 'Romans' isn't neat here). In Tigranes' picture, the Sabines could be Berbers and Numidians could be Balochis, for example.
I actually found young Berbers in the new world and gave them very fitting outpost in Morocco as a gift :mischief:

@Gedemon There is exactly 1 (new) Dye in Syria. I don't think it was intentional? We need few for Wonderous effect mechanics and civics that changes the quantity required.
 
you can zip the save, but what would really help is the last "Diagnostics ([date] @[time].html" file in the "\Documents\Humankind\Temporary Files" folder (could zip it too) from when you're stuck on the AI turn.

Same bug, so this time I attached Diagnostic file, as well as saves before and during the bug. I really hope you will find the way for me to continue the current game :help:
 

Attachments

Same bug, so this time I attached Diagnostic file, as well as saves before and during the bug. I really hope you will find the way for me to continue the current game :help:
thanks for the log, it doesn't seem to be related to the mod, or not directly if it's the case, looks more like one of the game's turn pending bug
 
thanks for the log, it doesn't seem to be related to the mod, or not directly if it's the case, looks more like one of the game's turn pending bug
To be fair, Carthage player was stuck in Classical age for like 20 turns, having all stars to advance. Perhaps there were no choices?
 
Same bug, so this time I attached Diagnostic file, as well as saves before and during the bug. I really hope you will find the way for me to continue the current game :help:

Load the TURN PENDING save then save it again, either manually or with f5 quick save. Once you load this new file, it should let you continue.
 
Great! This will work with all 4 maps? Or just the 8 player one?
all maps tagged 1.1.0.1

but the 8 players map is the most balanced for the mod I think.
 
ancient era isn't part of the "first era for city requirement" scroll down options in my end

edit: nevermind, i see it's implied
 
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I noticed founding cities changes territories' names to those cities' names in F3. Sometimes it is good, but most of the time we end up with many Assur territories, etc. Is there a way to prevent that?
 
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