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

new alpha
Code:
- bug fix: Global Era Thresholds should be based on the number of Starting Empires (should make minor Factions spawning at the correct era when setting a game with a relative high difference between the number of allowed Neolithic starting slots and the total number of slots)
- bug fix: make sure to correctly apply the production overflow from compensation on territory lost when changing Culture
- bug fix: apply the correct Era and number of Era Stars to new Empires spawning during the split of an old Empire
- balance: give the New Empire all techs known by the Old Empire
- add missing territories to the Ottoman and Turkey Empires
 

Attachments

My last playthrough lasted for a whopping 180 turns before I ran into trouble. Sadly, now my save won't load anymore and the autosaves 1-2 turns before seem stuck to be stuck i turn pending. See attached files.
thanks for the logs/save.

unsure if it's mod related from the log it seems to hang during a combat resolution.

I can also imagine having several lists to give different options: a "strict" one, where you need one specific territory, a "lenient" one where you can also have an adjacent territory instead (e.g. Romans require southern Italy, but you can also become Romans if you only have northern Italy) and an "imperial" one, where you inherit territories based on the maximum expansion of the culture.

I'll go over the list btw and make some suggestions depending on the preferred mode of inheritance. I can try to post it in the right format too.
Same as for the minor Factions, I'm okay with multiple lists and a related option, if you guys provide (and format) them. But I think for implementation I'll wait for the modding tools to see how we could format those lists, for multiple maps, if it's possible.
 
unsure if it's mod related from the log it seems to hang during a combat resolution.

Could be. The combat in question took place in a territory that changed ownership (because I lost a war, so nothing mod-related) while the battle was set to continue the next turn. Maybe the game couldn't handle that.

Same as for the minor Factions, I'm okay with multiple lists and a related option, if you guys provide (and format) them. But I think for implementation I'll wait for the modding tools to see how we could format those lists, for multiple maps, if it's possible.

Thinking some more about culture lists:

(1) What the current list represents in most cases is the area the culture conquered. On the one hand, if I conquer Europe with the Mycenaeans and then switch to the Romans, I inherit a large part of the Roman Empire - which is probably not what you want, because it deprives you of the experience of establishing the Roman Empire while playing the actual Romans. On the other hand, you probably do want some mechanism to help or stimulate the player to conquer their historic empires.

(2) What would be cool IMO is some notion of historically accurate inheritance - maybe something of a bigger fame reward/compensation for picking the "right" culture? For example, you can pick the Byzantines after the Huns, but you get a better result if you pick the Byzantines after the Romans (and Greeks maybe).

(3) (EDIT: I can think of 3 different types of "inheritance")
(i) Some cultures really have a single capital territory from which they historically established an empire. So when switching to that culture, you probably want them to just start with that one territory. For instance: the Romans.
(ii) Other cultures do not represent a single empire, but a broader culture, like Celts, Goths, etc. These can have multiple starting possible starting territories, but you should probably not inherit all of those. If you conquer Europe as the Mycenaeans and then become the Celts, you inherit a vast empire. It seems better to still just give the player one or two territories for the Celts and then maybe spawn one or two additional Celtic empires for the other territories.
(iii) Then there are the true "successor" cultures. Cultures like the Byzantines really should not have only a single starting territory, but ideally should inherit about half the Roman Empire. Same probably goes for Franks => French, English => British, Zhou => Ming => Chinese, etc. So their are cases when inheriting several regions seems appropriate. But in those special cases, the combination of old/new cultures probably matters.
 
Yes, that was why I was opposed to list of all territories at the beginning. But I can also see the motivation to play for preparing the next Empire with the current one, and 2 lists would allow both gameplay to be available for players without too much code.

I also do want to use stability combined with the territory lists when splitting (or not), and for an example of motivation one could loss or gain a few points of stability per historical territory controlled or not.

I've not changed anything related to fame, but that was my first idea of a compensation mechanism.

Going beyond that may add too much complexity (in the code), so I don't know, as I also want to start modding other things in the game.
 
So how about this:
- The default list will contain a single starting territory for most cultures, unless they are in the noCapitalTerritory list.
- Cultures in the noCapitalTerritory list have multiple territories listed. Either the player only keeps the first territory it owns on the territory list, or if that's too complicated they get to keep all those territories, but perhaps with some small penalty/compensation reduction. Or they just keep all those territories if that is also (edit: too complicated)
- A select set of "successor" cultures is not on the noCapitalTerritory, yet still has multiple territories listed. For example the Byzantines. These can inherit all of those territories with no penalty.

A second list contains the maximum expansion territories. This can be used as an optional inheritance variant and it can also be used as a reference for a potential future stability bonus or something for historical territories.

---

Question: Would it be possible to have cultures lose territory even when transcending? For example, transcending as the British will cause the Americans to spawn and take your territories?
 
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Question: Would it be possible to have cultures lose territory even when transcending? For example, transcending as the British will cause the Americans to spawn and take your territories?
Yes, that I do plan.
 
Here's a proposal for a stricter territory list. I read up on the history of many of these cultures and turns out it seems justifiable to grant most of them just 1-2 territories. I added short notes to explain the choice where it seemed appropriate.

I also noted which cultures would be suitable for the noCapitalTerritory and nomadCultures lists.

Many early cultures with multiple territories are marked for the noCapitalTerritory list. My assumption is that you don't inherit all those territories or that you receive some penalty, otherwise these cultures would be overpowered. The Celts and Huns in particular are problematic in this respect, since their historical "core regions" are unclear or just very widespread. If something like that is not doable code-wise, I 'd recommend restricting them to just 1-2 core territories too. These are always at the top of the list.

Some cultures do have multiple territories, like the Byzantines, which would be just a perk of choosing that particular culture.

If this list is acceptable, I could post a version in the right code format.

Spoiler :
Code:
Culture : Civilization_Era1_Phoenicia //noCapitalTerritory if Syria is included (independent city states)
// - Syria // True true starting location :)
 - Numidia // Carthage

 Culture : Civilization_Era1_EgyptianKingdom
 - Aegyptus

 Culture : Civilization_Era1_HittiteEmpire
 - Cappadocia

 Culture : Civilization_Era1_Babylon
 - Mesopotamia

 Culture : Civilization_Era1_Assyria
 - Assyria

 Culture : Civilization_Era1_HarappanCivilization
 - Indus

 Culture : Civilization_Era1_MycenaeanCivilization //noCapitalTerritory (independent city states)
 - Graecia
 - Lydia

 Culture : Civilization_Era1_Nubia
 - Sudania

 Culture : Civilization_Era1_ZhouChina
 - Flumen Flavum

 Culture : Civilization_Era1_OlmecCivilization
 - Yucatania
 //noCapitalTerritory-list for gameplay purposes?
 //- Guatemala
 //- Mexicum //Note: Mexica would be a more accurate name and still fit the Latin-like naming convention

 Culture : Civilization_Era2_RomanEmpire
 - Italia Suburbicaria

 Culture : Civilization_Era2_Persia
 - Persia

 Culture : Civilization_Era2_MayaCivilization
 - Yucatania //Note, for gameplay purposes it may be more interesting to include the Yucatan peninsula in the Guatemala territory, so Mayans and Olmecs have different starting territories

 Culture : Civilization_Era2_MauryaEmpire
 - Ganges

 Culture : Civilization_Era2_Huns //noCapitalTerritory + nomadCultures - taking a broad interpretation of the Huns that includes Xiongnu, Iranian Huns and White Huns
 - Voronegia
 - Orenburgum
 - Chorasmia
 - Kazachia
 - Transoxiana
 - Desertum Gobium
 - Mongolia Ulterior
 - Mongolia Citerior

 Culture : Civilization_Era2_Goths //noCapitalTerritory + nomadCultures
 //- Suecia //Thought to be the original homeland of the Goths, but their capital city is named after settlement thought to have been in Poland.
 - Polonia
 - Ucraina
 - Dacia
 //A broader interpretation of the Goths as generic Germanic tribes could also include:
 //- Danubia
 //- Germania


 Culture : Civilization_Era2_CelticCivilization //noCapitalTerritory + nomadCultures
 - Danubia //Site of the Celtic core lands (Hallstatt culture)
 - Germania //Southern Germany = site of Celtic core lands (La Tene culture)
 // Later expansions: Gauls
 - Occitania //Location of the Celts first city - this implies that the ingame and the Gaesati unit imply the ingame Celts are really Gauls
 - Neustria
 // Other Celts
 - Britannia //Britons
 - Hibernia //Irish/Scoti
 - Caledonia //Picts
 - Castella //Celtiberians
 - Batavia //Belgae
 // Galatian Gauls in Anatolia and Cisalpine Gauls in Northern Italy is probably too much

 Culture : Civilization_Era2_Carthage
 - Numidia

 Culture : Civilization_Era2_AncientGreece //noCapitalTerritory
 - Graecia //Note Hellas/Hellada would be a better name
 - Lydia
 - Thracia

 Culture : Civilization_Era2_AksumiteEmpire
 - Abyssinia

 Culture : Civilization_Era3_Vikings //noCapitalTerritory + nomadCultures
 - Norvegia
 - Suecia
 //- Germania //Because Denmark

 Culture : Civilization_Era3_UmayyadCaliphate
 - Syria

 Culture : Civilization_Era3_MongolEmpire //noCapitalTerritory + nomadCultures
 - Mongolia Ulterior
 - Mongolia Citerior

 Culture : Civilization_Era3_MedievalEngland //nomadCultures (to reflect their start as Anglosaxon invaders)
 - Britannia

 Culture : Civilization_Era3_KhmerEmpire //nomadCultures (to reflect their beginnings from an agricultural society)
 - Cambosia

 Culture : Civilization_Era3_HolyRomanEmpire
 - Polonia
 //could be noCapitalTerritory if considered to represent HRE, in which case the following territories would also fit
 //- Germania
 //- Danubia
 //- Italia Annonaria

 Culture : Civilization_Era3_GhanaEmpire //nomadCultures
 - Mauretania

 Culture : Civilization_Era3_FrankishKingdom //nomadCultures (to reflect their start as Germanic invaders)
 - Neustria

 Culture : Civilization_Era3_Byzantium //Based on territory around 480 AD
 - Thracia
 - Graecia
 - Lydia
 - Cappadocia
 - Syria
 - Aegyptus
 - Libya

 Culture : Civilization_Era3_AztecEmpire
 - Mexicum

 Culture : Civilization_Era4_VenetianRepublic
 - Italia Annonaria

 Culture : Civilization_Era4_TokugawaShogunate //noCapitalTerritory (to represent the Sengoku period of civil war before the Edo period)
 - Alpes Iaponicae
 - Iaponia Boreales
 - Iaponia Australes
 - Esonia

 Culture : Civilization_Era4_Spain
 - Castella

 Culture : Civilization_Era4_PolishKingdom
 - Polonia

 Culture : Civilization_Era4_OttomanEmpire
 - Lydia

 Culture : Civilization_Era4_MughalEmpire
 - Ganges

 Culture : Civilization_Era4_MingChina
 - Kiangnanum

 Culture : Civilization_Era4_JoseonKorea
 - Corea

 Culture : Civilization_Era4_IroquoisConfederacy //nomadCultures
 - Lacus Magni
 // if noCapitalTerritory to reflect federation of different tribes also add:
 //- Massachusetta
 //- Canada

 Culture : Civilization_Era4_Holland
 - Batavia

 Culture : Civilization_Era5_ZuluKingdom //nomadCultures
 - Mozambicum

 Culture : Civilization_Era5_Siam
 - Thailandia

 Culture : Civilization_Era5_RussianEmpire
//starting as Grand Duchy of Moscow
 - Moscovia
 //Could include more territories based on early Tsardom
 - Novogardia
 - Biarma
 - Casanum
 - Nenetsia
 - Permia
 //Could include all of Russia by the start if the industrial era, but where is the fun in that

 Culture : Civilization_Era5_Mexico
 - Mexicum

 Culture : Civilization_Era5_Italy //noCapitalTerritory to reflect the process of unification from several independent states
 - Italia Suburbicaria
 - Italia Annonaria
 - Sardinia

 Culture : Civilization_Era5_Germany //noCapitalTerritory to reflect the unification process
 - Polonia //Under Prussian rule when Germany was unified
 - Germania

 Culture : Civilization_Era5_FrenchRepublic
 - Neustria
 - Occitania

 Culture : Civilization_Era5_BritishEmpire
 - Britannia
 - Caledonia
 - Hibernia

 Culture : Civilization_Era5_AustriaHungary
 - Danubia
 - Illyria

 Culture : Civilization_Era5_AfsharidPersia //Based on the state of the Persian Empire during the decline of the Savafid dynasty
 - Persia
 - Media
 - Gedrosia

 Culture : Civilization_Era6_USSR //Based on the area initially under Bolshevik control after the revolution
 - Moscovia
 - Novogardia
 - Voronegia
 - Ciscaucasia

 Culture : Civilization_Era6_USA
 - Massachusetta
 - Carolinae

 Culture : Civilization_Era6_Turkey //Territory under control after partitioning of Ottoman Empire
 - Lydia
 - Cappadocia

 Culture : Civilization_Era6_Sweden
 - Suecia
 - Lapponia

 Culture : Civilization_Era6_Japan
 - Iaponia Boreales
 - Iaponia Australes
 - Alpes Iaponicae
 - Esonia

 Culture : Civilization_Era6_India
 - Ganges
 - Maharastra
 - Dravidia
 - Odisa

 Culture : Civilization_Era6_Egypt
 - Aegyptus

 Culture : Civilization_Era6_China \\Communist base of power in 1946
 - Manchuria

 Culture : Civilization_Era6_Brazil \\Effective area of control directly after independence
 - Brasilia Australis

 Culture : Civilization_Era6_Australia
 - Cambria Australis
 - Australia Occidentalis
 - Terra Reginae
 - Australia Septentrionalis
 - Australia Australis
 - Tasmania

EDIT: correction for starting territory of Umayyads.
 
First off, so glad you're working on this, Gedemon!

Running the alpha on Mac/Fabius Maximus: game won't load map, produces following exception for which I have attached the diagnostic file:

The operation was canceled.

at Amplitude.Mercury.Game.Game+<DoStart>d__4.MoveNext () [0x00157] in <973c881d8b5b4421bb41ed0853e06347>:0
at Amplitude.Coroutine.Run () [0x00019] in <ccfc192f959a4dcbb3849db5588a6320>:0

The previous build for the mod boots up fine, but I have trouble loading saves. I assume that's just part of the joys of modding with an active patch cycle!


Some thoughts on the games I've played with the previous build:

At first, I did not enjoy seeing the numerous Byblos and Sidon cities from the various Phoenician factions, but I've come to appreciate the duplicate Phoenicians as a representation of their historic range, so it's turned out to be pretty immersive.

Another point is ease of evolution. What cultures have other folks taken when starting as Egypt? Seems to me that unless you conquer a neighbor to the west, south, or east, there's not an obvious choice for evolving onward. While that seems historically correct, I might prefer adding Aegyptus to the Greeks and Romans to represent the Ptolemy dynasty and its fall.

Thanks FoxFox for working on the territory lists! The Umayyads jump out at me as a tricky situation. I agree with Syria, but it seems incredible not to at least include Andalusia. Overall, I would probably be more in favor of including major political centers as a compromise between conquest and core territories.

EDIT: Diagnostic file cleared.
 
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I think Polish culture could use expanded area for now, basing on the XVI century range (which is about the era they were taken to Humankind).
- Polonia
- Baltica
- Ucraina

Vikings could be also used in Novogardia (because Holmgardr/Veliky Novgorod) and Ucraina (Konugardr/Kiev)

About HRE... I think they could also have Batavia as one of the regions

----

Looks like it's time to start working on the town auto-naming. The question though - how immerse we want it to be? As much as "place the administrative center in exact spot to have that name"? Or maybe "if administrative center is in that part of a region, it will take that name"?

I declare help at least in case of some regions
 
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I think Polish culture could use expanded area for now, basing on the XVI century range (which is about the era they were taken to Humankind).
- Polonia
- Baltica
- Ucraina

True, but that would immediately give them the full extent of the historical Polish-Lithuanian Commonwealth. Which means that you first need to occupy those territories with a different culture. The philosophy behind this strict list is that cultures receive a minimum of core territories from which they can expand. In other words, with the Polish you have the potential to form the Commonwealth, but you start with just Poland. Same idea applies to the Vikings.

About HRE... I think they could also have Batavia as one of the regions

Also true. TBH the name "Teutons" is a bit unfortunate - it has historical merit, but it is usually used to refer to the ancient Germanic tribe or to the Teutonic Order. I took it to be the latter, also based on the ingame aethetic of the Teutonic Knights. I just noticed the Humankind encyclopdia does refer to the Ottonian dynasty and the HRE. In that case the Duchy of Saxony (i.e. North Germany) would be the true starting territory - or to reflect the decentralised nature of the HRE it could be a culture without a capital territory and then Batavia could be included as well.
 
The Umayyads jump out at me as a tricky situation. I agree with Syria, but it seems incredible not to at least include Andalusia. Overall, I would probably be more in favor of including major political centers as a compromise between conquest and core territories.

My personal preference is a scenario where you start with the bare minimum of historically accurate core territories where the culture originated from (in the case of the Umayyads I took that to be Damascus, though with a broader interpetation of Umayyads as "medieval Arabs" Hidiazum (Mecca) would be more fitting) and then have ingame mechanisms/incentives for the player to conquer historically accurate territories. For the Umayyads, Andalusia should then be made a very attractive territory to conquer. But of course that all depends on the kind of mod Gedemon wants to make - this list is just my take assuming a certain design philosophy.

Another point is ease of evolution. What cultures have other folks taken when starting as Egypt? Seems to me that unless you conquer a neighbor to the west, south, or east, there's not an obvious choice for evolving onward. While that seems historically correct, I might prefer adding Aegyptus to the Greeks and Romans to represent the Ptolemy dynasty and its fall.

Interesting point BTW. Historically Egypt ended up in the under Persian, Greek and Roman rule, which basically makes them a "dead end" culture. But technically, the Hittites, Assyrians and Babylonians shared the same fate. The Harappans => Mauryans and Olmec => Maya may seem "proper" transitions, but in reality these were very different cultures too. But from a gameplay perspective, the Egyptians are in a difficult spot, all nearby core territories (Carthagians, Aksumites, Greeks, Persians) are most likely to be controlled by other empires.

This idea may be a little out there: Say that "obsolete" empires have diminished influence, causing them to fall under the cultural influence of other cultures. For example, the Aegyptus falls under the Greek sphere of influence, or they are vassalised by the Greeks. What if this allows you to become that culture too - so the Egyptians can adopt the Greek culture of their overlords?
 
unrelated, I'll come back to the discussion at a later point, but I need some quick opinions about a bug.

I think the game will hang if a territory with a city is lost while the city is being under siege.

My quick-fix would be to auto-resolve the battle before applying the changes, but do you think any city under siege should lock the ability to evolve/transcend until resolved instead ?
 
being at peace to be able to progress sounds in tune with many peace-oriented mechanics of the game. i like it

--

to me, TLC is and alternate timeline of sorts... the starting point is accurate, but from there on the player is rewriting history. for instance when playing the egyptians, the usurpers hyksos are defeated :-)
 
Meanwhile, look at this beautiful mess:

Spoiler :
20211101003255_1.jpg


In this game, my path was Mycenaeans > Celts > Norsemen > Dutch (in the screenshot I am still the Norsemen).

The other cultures are:
(Mycenaean remnant) > Greeks > Greeks
(Mycenaean remnant remnant) > Romans > Romans
(Mycenaeans) > Celtic remnant > Celtic remnant > Celtic remnant
Harappans > Mauryans > Mongols > Mongols
(Harappans) > Mauryans remnant
Harappan remnant remnant
Babylonians > Ach. Persians (transcended until Industrial)
Zhou > (Zhou?) > Mongols
Zhou > Zhou remant (edited, missed one)
Assyrians > Huns > Mongols > Mongols
Phoenicians (transcended until early modern)
Nubians (transcended until early modern)
Egyptians (transcended until early modern)
Hittites (transcended until medieval)
Olmecs (transcended until ???)

So the AI declined to change cultures on many occasions. All of the Medieval cultures could have been chosen (maybe not Khmer), but next to my Norsemen, the only culture that was picked were the Mongols - which was picked 3 times! And 5 of the original starting cultures never changed culture at all.

After the Norse, I switched to the Dutch.

Ah, the Netherlands, such a "wonder-full" country :)

Spoiler :
20211101020348_1.jpg


I used by compensation Influence + Production to build 3 Wonders in 3 turns! After that I still had excess Production left and I quickly filled every available tile with a district.

Sadly, I forgot the 16 culture slots were already full, so all of my former Norse lands became independents. These 7 cities + attached territories and some unattached outposts remained a single minor culture entity, which after a couple of turns were annexed all at once by the Yellow Mongols. Since I found myself surrounded on all sides by the Mongols, I felt defensive measures were in order, so I quickly declared war and reconquered much of my old empire (Britain, Germany and southern Scandinavia). I could have claimed more, but I wanted to give them a chance to pick the Polish for their next era. But I wasn't planning on doing any of that in the first place. I was trying to role-play the Dutch and found an overseas empire...

Some more thoughts on the flow of the game:

- The classical/medieval world feels a bit light on iron, in relation to the starting positions. Aksumites will have a hard time getting access to it if they stay in their historical area. Many European cultures need 2 iron for their unique units. There's three iron in the far north, making these regions strategically much more important than they should be. Iron ore was pretty abundant for pre-industrial production levels, so maybe for gameplay purposes it's better to just ensure access to iron for cultures that need and give certain territories a boost in strategic importance to create interesting conflict situations. For example, maybe Northern Italy, (Southern) Germany or Danubia could have iron, making it a natural place of competition between Romans, Goths, Franks and Teutons.

- I still feel the Science compensation is not on par with the others. Maybe excess Science isn't stored (like production before the previous update)?

- The more I play the more I feel that inheriting less territory is better/more fun.

- Small territories probably need some balancing to prevent filling up territories, like Batavia. Maybe boost the Main Plaza or FIMS yields in general inversely proportional to number of tiles? And then to compensate, maybe scale the stability penalty the same way , to discourage placing too many districts?

- The AI really needs to be motivated to not transcend so much (which is a problem in vanilla too btw). Not transcending seems to be too rewarding. The Nubians control most of Africa and the Persians have a vast empire stretching from Iraq to Korea. I haven't met the Olmecs yet, but in a previous game they controlled most of the Americas. Maybe transcending should also trigger territory loss and allow "remnant" territories to pick a next era culture. For example, when the Celts transcended, this could have triggered the Teutons, Franks and English (and maybe Umayyads even) to spawn. In that case, one list could contain only the core starting territories, while another list contains the maximum extent territories, which can be kept unless a new culture spawns in them.

- Maybe when picking a new culture, the remnants should also immediately get to pick a new culture, or at least keep all the era stars, so they can do so the next turn. In this game, after I went from Mycenaeans > Celts, the remnant Mycenaeans only had 5 stars left. After a while they became Greeks, while leaving another remnant in control of Italy, which eventually became the Romans. All of this was very cool, but it also took very long. By the time the Romans were there, I had either already become the Norsemen or I was just about to.

- Maybe remnant cultures should not always remain major empires at all, even if there are still slots left. For example, I would have been fine with the Harappans becoming a minor empire after the core territories became the Mauryan empire. Ties in with the previous two points: maybe remnants should either (edited for clarity) switch cultures immediately, or go into decline as independents.

- I like the idea of allowing duplicates for some cultures, but I think it works better if these are somehow restricted. Perhaps based on historical subdivisions. E.g. the Greek city states and Diadochi; Celtic cultures like Gauls, Britons, etc; different groups of Huns (Xiongnu, Iranian Huns, White Huns, Attila the Hun-Huns); Mongols (e.g. Yuan dynasty in China, Ilkhanate in Mid-East). If that's too complicated, I think I prefer having just one of each culture, to encourage more diversity.

- Independent territories should probably break up into single territory entities, to prevent weird situations where one can simply annex an entire empire by assimilating them.

- In many cases, I really don't want the remnant empire to be my vassal. It leads to awkward situations. E.g. going from Huns to Mongols, I'd prefer starting with 100 war support against the remnant Huns and have a good old fight over the steppe empire. If the Soviets start with a few core territories within the Russian empire - they should probably already be at war with the remaining Russians, with claims on every Russian territory.
 
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- The classical/medieval world feels a bit light on iron, in relation to the starting positions.

...

- The AI really needs to be motivated to not transcend so much (which is a problem in vanilla too btw).

Didn't connect the dots at first: the AI weighs access to strategic resources in the next culture pick. So that might explain the reluctance to switch cultures.

AOM made a mode to improve AI culture picks, which (partially?) removes that factor, so that the AI picks cultures mainly based on personality traits. For example, the "Cool headed" trait gives a preference for Science cultures. Maybe that mod could help here too?
 
First thanks to all for the feedback/suggestions.

Here's a proposal for a stricter territory list. I read up on the history of many of these cultures and turns out it seems justifiable to grant most of them just 1-2 territories. I added short notes to explain the choice where it seemed appropriate.

I also noted which cultures would be suitable for the noCapitalTerritory and nomadCultures lists.

Many early cultures with multiple territories are marked for the noCapitalTerritory list. My assumption is that you don't inherit all those territories or that you receive some penalty, otherwise these cultures would be overpowered. The Celts and Huns in particular are problematic in this respect, since their historical "core regions" are unclear or just very widespread. If something like that is not doable code-wise, I 'd recommend restricting them to just 1-2 core territories too. These are always at the top of the list.

Some cultures do have multiple territories, like the Byzantines, which would be just a perk of choosing that particular culture.

If this list is acceptable, I could post a version in the right code format.
Side note, the "nomadCultures" table in my code is just a helper to ID the game's Cultures that can't build city (so they can unlock other Culture without requiring a city on that Territory), it doesn't have other effects

"noCapitalTerritory" actually means the Culture can be picked by multiple Empires, could you precise how you'd like to expand its use ?

Also note that a small list means less AI will be able to evolve, which may not be an issue with some of the planned spawning mechanism, but maybe to keep in mind.

While if there are 2 list I can use one for unlocking/keeping and one for stability bonus/penalties, I don't plan to use 1 for unlocking (large) and one for keeping (smaller), I don't see how to handle the cases where you unlock from the large list without having territories from the small list.

I'll let you guys discuss/build the content of the lists, that's not my area of knowledge.

First off, so glad you're working on this, Gedemon!

Running the alpha on Mac/Fabius Maximus: game won't load map, produces following exception for which I have attached the diagnostic file:
Yep it doesn't work on the beta, may have to compile using the new DLLs, will try that once finished with my current tests. The mod.io version seems to at least load with the beta patch, but I've not tested it further.

Looks like it's time to start working on the town auto-naming. The question though - how immerse we want it to be? As much as "place the administrative center in exact spot to have that name"? Or maybe "if administrative center is in that part of a region, it will take that name"?

I declare help at least in case of some regions
Don't rush, we've already a large list of names with positions already defined from YnAMP from which I could be able to extract a (quite large) list for Roman/Greece and some of the common Civilizations/Cultures that we could build upon.

I think it'll be same or one of the adjacent tiles, meaning 1 name could cover 7 tiles, with possible overlaps (in that case first listed could be used)

I'd prioritize the location of the ~600 existing names in the game (that's 10 names for most Cultures, a bit less for Mongols and Huns)

The YnAMP DB has all modern names, I ponder a switch on era (medieval, early modern ?) to use them instead of per Culture name and maybe we could "simply" use latin name before.

My personal preference is a scenario where you start with the bare minimum of historically accurate core territories where the culture originated from (in the case of the Umayyads I took that to be Damascus, though with a broader interpetation of Umayyads as "medieval Arabs" Hidiazum (Mecca) would be more fitting) and then have ingame mechanisms/incentives for the player to conquer historically accurate territories. For the Umayyads, Andalusia should then be made a very attractive territory to conquer. But of course that all depends on the kind of mod Gedemon wants to make - this list is just my take assuming a certain design philosophy.

The nice features of having 2 lists is that it would allow very different gameplay types by setting options and not that much lines of code (except for the relation with Stability, but I already plan to do that)

This idea may be a little out there: Say that "obsolete" empires have diminished influence, causing them to fall under the cultural influence of other cultures. For example, the Aegyptus falls under the Greek sphere of influence, or they are vassalised by the Greeks. What if this allows you to become that culture too - so the Egyptians can adopt the Greek culture of their overlords?
That would kind of break the TCL concept. But I have other possible plans for "obsolete" Cultures.

Maybe even being at war should lock era transitions then?
Could see that as an option as it can put a relatively big constraint on human players choices, but I'd still need a fix for the other cases. One being Minor Factions evolving into Major Empires if their territory allows it, and after they've reached their mid-life (what I'm currently coding and raised the issue when a Minor spawned a Major while I was besieging the city of that territory - but for Minors I can just lock the evolution, which is coded already)

- The classical/medieval world feels a bit light on iron, in relation to the starting positions. Aksumites will have a hard time getting access to it if they stay in their historical area. Many European cultures need 2 iron for their unique units. There's three iron in the far north, making these regions strategically much more important than they should be. Iron ore was pretty abundant for pre-industrial production levels, so maybe for gameplay purposes it's better to just ensure access to iron for cultures that need and give certain territories a boost in strategic importance to create interesting conflict situations. For example, maybe Northern Italy, (Southern) Germany or Danubia could have iron, making it a natural place of competition between Romans, Goths, Franks and Teutons.

let's try to summon @Boris Gudenuf for possible source of irons for those people (Spain is already one)

If I start implementing economic features from my civ6 overhaul, this would not be an issue as Iron would stockpile from simply working some tiles, deposit just being "boost" for a strategic resource. (I'm still testing the water here, I can't say yet if HK is the platform I want to mod on the next few years, but it looks good)

But that would also be in a separate gameplay mod, I'm fine with balancing the map for the current game rules.

- I still feel the Science compensation is not on par with the others. Maybe excess Science isn't stored (like production before the previous update)?
I'd like to see the log from a change then, mine showed no loss of the calculated compensation.

Maybe with a screen of the progress bar of the next chosen techs, and its cost.

Also maybe the compensations need separate factors for science, influence and production.

- Small territories probably need some balancing to prevent filling up territories, like Batavia. Maybe boost the Main Plaza or FIMS yields in general inversely proportional to number of tiles? And then to compensate, maybe scale the stability penalty the same way , to discourage placing too many districts?
Outside the scope of this mode, but inside the scope of the mod with gameplay changes I want to make that I mentioned before.

Like forcing placements adjacent to the main district (and harbors) until later techs.

Stability scaling with number of tiles in a territory is a possibility, yes, but one that could mess with the AI decisions.

- Maybe when picking a new culture, the remnants should also immediately get to pick a new culture, or at least keep all the era stars, so they can do so the next turn. In this game, after I went from Mycenaeans > Celts, the remnant Mycenaeans only had 5 stars left. After a while they became Greeks, while leaving another remnant in control of Italy, which eventually became the Romans. All of this was very cool, but it also took very long. By the time the Romans were there, I had either already become the Norsemen or I was just about to.
Currently implementing that, well not exactly that, but with intermediate independent people with a lower life span as a kind of "buffer" before spawning a new major Empire.

- Maybe remnant cultures should not always remain major empires at all, even if there are still slots left. For example, I would have been fine with the Harappans becoming a minor empire after the core territories became the Mauryan empire. Ties in with the previous two points: maybe remnants should either (edited for clarity) switch cultures immediately, or go into decline as independents.
Agree to, my next plan when the above is coded is to keep only the core territory of the previous Culture to the new spanned Empire, which mean moving from Mycenaeans to Greece would not spawn a new major Empire (as the core would not be free for it), but minor Factions on the outside territories, 1 per city with an average life span, and one for territories without city with a low life span.

That mean rewriting a lot of the spawning code, which means staying longer in "alpha", next "public" version will be after the next patch.

Your move from Mycenaeans to Celts would result in the Mycenaeans becoming a Major empire that could evolve into Greece, Italy becoming a minor who could evolve into Romans.

I've not looked at era stars code yet, but they should gain some when getting the extra techs from the pervious Empire (that's already coded). They also should gain some when they get the population/infrastructures from the territories they acquire, not checked.

Some logging and balance may be needed there.

- I like the idea of allowing duplicates for some cultures, but I think it works better if these are somehow restricted. Perhaps based on historical subdivisions. E.g. the Greek city states and Diadochi; Celtic cultures like Gauls, Britons, etc; different groups of Huns (Xiongnu, Iranian Huns, White Huns, Attila the Hun-Huns); Mongols (e.g. Yuan dynasty in China, Ilkhanate in Mid-East). If that's too complicated, I think I prefer having just one of each culture, to encourage more diversity.
too complex. let me know how it feels with AOM's mod

- Independent territories should probably break up into single territory entities, to prevent weird situations where one can simply annex an entire empire by assimilating them.
yes, planned

- In many cases, I really don't want the remnant empire to be my vassal. It leads to awkward situations. E.g. going from Huns to Mongols, I'd prefer starting with 100 war support against the remnant Huns and have a good old fight over the steppe empire. If the Soviets start with a few core territories within the Russian empire - they should probably already be at war with the remaining Russians, with claims on every Russian territory.
Agree, vassals is a placeholder here, plan is to have the initial relation to be stability related.

I'll try to have a look at the war support to allow the master to start with it, but I've not be successful with manipulating diplomacy outside the allied/vassals/peace/war states yet.

Once I'll manage to have Major spawning from Minors to adopt the previous minor-major relation (Non Agression, Trading resources, that I get correctly) into the major-major relation (setting no skirmish allowed, all resources traded, that doesn't work yet, it seems to be set then reset), I'll look at that.

ATM major Empire spawning from minors do get the Allied status with majors that were at the maximum relation value with the previous minor, the others start at "peace" or "unknown".

AOM made a mode to improve AI culture picks, which (partially?) removes that factor, so that the AI picks cultures mainly based on personality traits. For example, the "Cool headed" trait gives a preference for Science cultures. Maybe that mod could help here too?
I'm already using it and was about to suggest you try it too before you posted this. I'll add it as a suggested mod to use I think.
 
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i abandoned my last run before moving to the beta because i wasn't able to load a save and keep the same slot... i think i was 5 but kept being assigneg to 1 instead

a minor annoyance i got reminded now is that whenever i liberated a city, be it using the mod or on regular config, that city did not defend while under siege even though it had far superior forces... this meant a large area was locked by combat for many, many turns
 
My personal preference is a scenario where you start with the bare minimum of historically accurate core territories where the culture originated from (in the case of the Umayyads I took that to be Damascus, though with a broader interpetation of Umayyads as "medieval Arabs" Hidiazum (Mecca) would be more fitting) and then have ingame mechanisms/incentives for the player to conquer historically accurate territories. For the Umayyads, Andalusia should then be made a very attractive territory to conquer. But of course that all depends on the kind of mod Gedemon wants to make - this list is just my take assuming a certain design philosophy.

Yes, that makes sense, and as I recall Gedemon anticipating mod formatting, perhaps we can have two broad/narrow lists for territories to address this point. One thing that seems potentially problematic is how to make territories attractive to different cultures. It makes me think of the Phoenicians who in the ancient era seem to have no chance of making it to Andalusia themselves. Maybe the Phoenicians just need to start out with embarking. But come to think of it, I like the idea of multiple cultures having an incentive to contest control of certain territories!

Interesting point BTW. Historically Egypt ended up in the under Persian, Greek and Roman rule, which basically makes them a "dead end" culture. But technically, the Hittites, Assyrians and Babylonians shared the same fate. The Harappans => Mauryans and Olmec => Maya may seem "proper" transitions, but in reality these were very different cultures too. But from a gameplay perspective, the Egyptians are in a difficult spot, all nearby core territories (Carthagians, Aksumites, Greeks, Persians) are most likely to be controlled by other empires.

This idea may be a little out there: Say that "obsolete" empires have diminished influence, causing them to fall under the cultural influence of other cultures. For example, the Aegyptus falls under the Greek sphere of influence, or they are vassalised by the Greeks. What if this allows you to become that culture too - so the Egyptians can adopt the Greek culture of their overlords?

Yes, thanks for reminding me about the Persians! Completely forgot about them. I like your idea of bringing the sphere of influence into culture selection (not sure how it would work mechanically) but it could help with the Aegyptus isolate and to emulate cultural unions.
 
- The AI really needs to be motivated to not transcend so much (which is a problem in vanilla too btw). Not transcending seems to be too rewarding. The Nubians control most of Africa and the Persians have a vast empire stretching from Iraq to Korea. I haven't met the Olmecs yet, but in a previous game they controlled most of the Americas. Maybe transcending should also trigger territory loss and allow "remnant" territories to pick a next era culture. For example, when the Celts transcended, this could have triggered the Teutons, Franks and English (and maybe Umayyads even) to spawn. In that case, one list could contain only the core starting territories, while another list contains the maximum extent territories, which can be kept unless a new culture spawns in them.

Yes, this is a problem I noted from the mod.io build. Transcendent Nubian Africa was an issue. Would support checks and break-ups on transcending cultures.

Yep it doesn't work on the beta, may have to compile using the new DLLs, will try that once finished with my current tests. The mod.io version seems to at least load with the beta patch, but I've not tested it further.

Thanks and no worries, I will try a game with the mod.io version to get more of a feel for how it develops.

Don't rush, we've already a large list of names with positions already defined from YnAMP from which I could be able to extract a (quite large) list for Roman/Greece and some of the common Civilizations/Cultures that we could build upon.

I think it'll be same or one of the adjacent tiles, meaning 1 name could cover 7 tiles, with possible overlaps (in that case first listed could be used)

I'd prioritize the location of the ~600 existing names in the game (that's 10 names for most Cultures, a bit less for Mongols and Huns)

The YnAMP DB has all modern names, I ponder a switch on era (medieval, early modern ?) to use them instead of per Culture name and maybe we could "simply" use latin name before.

Also, SeelingCat's Rosetta mod has also been very helpful when playing YnAMP Earth maps (and otherwise). When I've looked at adding TSL support for modded leaders/civs, I've been very impressed with the YnAMP DB. Kudos!
 
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