Sid Meier's Civilization V

Sid Meier's Civilization V

Cultural Diffusion
177 条留言
alternativebowser 9 月 30 日 下午 6:34 
im also haveing issues with nothing working, if someone has a fix please let me know
Risker the 34th 2024 年 9 月 24 日 下午 1:09 
Did anyone else have this mod randomly stop working lately? I played a campaign where this mod worked flawlessly. Came back to start a new campaign after a few days and it suddenly doesn't work. I turned off every other mod and it still doesn't do anything even when its the only enabled mod.
Justin 2024 年 6 月 17 日 上午 11:35 
could probably use an update but thanks for uploading
peppy 2023 年 5 月 13 日 上午 2:53 
makes zero sense that this near perfect mod decided to have every uprising unit be a step above yours no matter what the rest of damn world is at the rebels always just magically have better shit than you even if the country they came from is still three steps behind
MrTango 2021 年 3 月 30 日 上午 11:35 
What governs city cultural diffusion output strength? City's: pop, culture yield, somethings else?
Vermilicious 2021 年 3 月 23 日 下午 3:26 
Sounds like a neat idea.
CandySeller74 2020 年 4 月 14 日 上午 8:23 
Whenever the game closes the culture in the tiles reset. So all tiles in my empire become feeble and all cities I took from another civ become 100% my culture and also feeble. It's a good mod but I don't know why this is happening.
TianTian 2019 年 5 月 5 日 上午 9:43 
this is a great mod. Could someone take it over and fix it for BNW and EUI. Thanks a lot !
The Lorax 2018 年 12 月 20 日 下午 8:05 
The culture percentages are trash to the extent that a city that has 10 wonders with 10+ great works can't influence an average nearby city. The tiles do not flip based on culture percentages either. Useless overall.
Yoda Nobunaga 2018 年 12 月 20 日 下午 4:06 
Could there be a way to make it so capturing the tiles around a city makes it capitulte after a period of time, with some mechanism to allow this method to fail? Like, I imagine populations 4 and below would capitulate after 4 or below turns, where as above have to starve to 4 and THEN capitulate, meaning you can still send caravans or cargo ships with food to keep your important cities fed IF you can keep the supply line open. I think it would be a cool way to conquer since Sun Tzu says to avoid sieging cities if you can and Civ V lacks much provision for that kind of play. Does this sound doable?
Kill3rCat [1st FORECON] 2018 年 8 月 9 日 下午 1:42 
How can I see the culture on a tile? The mod is enabled, but hovering over a tile it just shows me the tile type and the resources.
oeir 2018 年 6 月 16 日 下午 7:36 
This is such a cool mod - I've been using it for most of my Civ 5 games and it really improves the experience.

Any chance a similar mod could be made for Civ 6?
chef109 2018 年 2 月 2 日 上午 1:53 
Wow, really cool mod. Really like the new threat that cultural city states pose and the bigger effect that winning the worlds fair has.
Kronk with a Gun 2017 年 9 月 4 日 上午 9:12 
Yeah I've noticed that I can only make it about 150 to 200 turns and then the save file corrupts and I can't play anymore. Hope it can get fixed, I really like the idea of this mod!
SimplePhysics 2017 年 4 月 8 日 上午 12:22 
Any chance that this mod could be changed so that attacking units don't convert the culture directly to their own? It's kind of annoying that I can't pillage enemy improvements and immediately refill HP if the fighting is taking place within 6 tiles of my cities. Would be better if it "destroyed" culture of enemies instead of converting, then only if one of your own cities are close enough can your culture take over.
haqiedaba 2016 年 10 月 17 日 下午 7:37 
The tile culture tooltip is broken when used with enhanced user interface. Could you make it compatible with EUI? Thanks!
Vence16 2016 年 10 月 3 日 上午 3:47 
Same, it crashes me early on like 30-50 turns in and i cant go back in:steamsad:
Good Joe 2016 年 9 月 17 日 上午 4:17 
For me the mod just reached a point where it will crash on that turn no matter when you load back in and try again
WickedWarFight 2016 年 9 月 4 日 下午 9:26 
Does anyone know how the mod does calculations? I testing it and it does not seem to be working properly. Spawned two cities 5 tiles away from each other, surrounded by grassland, and eact same buildings. Two replicas of each other. Yet they grow at different rates. When they were contesting for a tile equidistant to each city, one was increasing faster. I added culture buildings to the city that was losing the tile, but it still couldn't keep up. Maybe I just didn't understand how the mod is supposed to work. (like is the production of culture in the city relevant at all?)
FlareFluffsune 2016 年 8 月 16 日 上午 11:35 
I do believe this mod doesn't function as it originally intended any more. I played a duel sized map where I was pressed against another empire for a majority and there was never any change to 'influence' on tiles. Always just 100% my side and feeble. With a city outputting over 600 culture a turn I would have expected more of an effect.
OwnGoal99 2016 年 8 月 8 日 上午 9:47 
So does this essentially recreate the ability we had in Civ4 to conquer a city via superior culture?
Oh-Kay 2016 年 6 月 18 日 下午 8:36 
the option to enable the mod doesn't show up and im trying to use this with the revolutions mod.
Tomaz 2016 年 6 月 12 日 上午 5:32 
Does it work with existing save games?
The Rioter 2016 年 5 月 21 日 下午 5:26 
Everytime I load my save with this mod the culture resets.
Yaya 2016 年 4 月 21 日 下午 12:21 
just increase your overall culture output
BatavianJonkheer 2016 年 4 月 21 日 上午 10:52 
is there any wiki or tutor? because their taking my land and i dont know how to take theirs
Yellow 2016 年 3 月 20 日 上午 8:20 
Would be helpfukl if we actually knew how culture is spread.
derrick.oien 2016 年 2 月 25 日 下午 4:16 
It wont download no matter what I do
Yaya 2016 年 2 月 22 日 上午 4:37 
Basically the same problem that lukaszg is having.

"During the gameplay I have observed a curious phenomenon: after I have occupied two city states, after some turns the population of those cities spread across half of my empire and they make my own population drop even in my capital. Population of my empire dropped from 98% to 68%. Is this on purpose? Is there any way to influence the population on tiles? This could be usefull especially if city owner's population can emanate from the tile of the city.:
Yaya 2016 年 2 月 22 日 上午 4:32 
I(playing as napoleon) aquired tiles belonging to Bluetooth thanks to my culture. But now all of the other tiles in my empire(those that I got normally) display "20% danish" and they won't convert to the French culture group. Is this normal?
Historious 2015 年 12 月 21 日 下午 7:21 
I am getting an error when I play with this. It currently just says "CULTURE RELATION!" at the top instead of where "Stability" normally is. Anyway to fix this?
friend cube #1 2015 年 12 月 21 日 上午 11:28 
would be helpful if ideologies could also factor into this, autocracy could double the conversion rate, freedom could increase relation points and order could.... Uh... Let you move culture groups through cities or something?

Just ejecting ideas into the internet here but seriously making ideologies affect culture groups would make the choice of ideology that much more vital depending on what your empire needs.
NoonPolarBear 2015 年 12 月 15 日 下午 10:52 
Would be nice if Great General Citadel and adjacent tiles are immune to reverting to the enemy after 1 turn. :P
Wilson 2015 年 11 月 16 日 下午 5:18 
is there a way to change the default number of tiles from a city that can flip? It is 6 now.

I like this mod, but the late game sucks because all the tiles of city states get absorbed by other civs, which means most of the city state's resources get absorbed, which reduces the point of having a city state ally.

If you could make it so that city state tiles don't flip by culture or military, that would be awesome. Otherwise reducing the numbers numbers of tiles may help the situation.
king_moogle 2015 年 10 月 22 日 下午 12:18 
Is it possible to add the cultural percentages to coast/ocean tiles to the options menu? I have an ocean cities mod and it's difficult to deal with a forign civ's culture beings low but when I try to aquire with a scout (Military capturing territory by fortifying mod+scouts ignore boarders) it switches back to the forign civ.
Renz 2015 年 3 月 14 日 下午 1:21 
This mod needs an update. There should be no reason most of the tiles I acquired from a captured city a few turns ago flips right back to the neighboring city of the Civ I just fought. It made the war I just fought in purposeless.
Nediak 2015 年 3 月 1 日 下午 4:17 
doesnt work with mods that increase city work radius
jpberkland 2015 年 1 月 21 日 下午 1:40 
Is this compatible with the Community Patch & Community Balance Patch mods? http://forums.civfanatics.com/showthread.php?t=528034
lilMobStick 2014 年 12 月 8 日 下午 7:36 
Can you make it so that you cannot conquer the tiles of a natuon that has a Great Wall until you take their city?
Zoey 2014 年 12 月 7 日 下午 9:55 
Every now and then it crashes, I find it happens about every 20-50 turns or so.
The error message in the live tuner is:
Runtime Error: C:\Users\User\Documents\My Games\Sid Meier's Civilization 5\MODS\Cultural Diffusion (v 18)\Lua\CultureUIFunctions.lua:82: attempt to index field 'Text' (a nil value)

The game crashes and that error appears about 10 times in the console when it does.
HJT454 2014 年 10 月 24 日 上午 6:33 
is it possible to capture a neutral tile outside my city limits with a military unit?
Leugi 2014 年 9 月 9 日 上午 6:31 
Haven't played this since BNW was launched and am redownloading again :D..., but I've been wondering, is there some interaction with Tourism?
QuesoNova 2014 年 8 月 27 日 上午 6:24 
fortify for 5 turns
BINKOLAS 2014 年 7 月 3 日 下午 3:23 
I really like it but how does one claim tiles, I see the AI doing all the time and I want to do it.
Filbert 2014 年 5 月 27 日 上午 6:29 
Great mod,I just have one question how do I claim tiles with a unit.
Gedemon  [作者] 2014 年 5 月 11 日 上午 8:53 
should be the case already
AlecA380 2014 年 5 月 11 日 上午 8:03 
You should be able to work teritory you capture with units if it is within range of one of your cities
Gedemon  [作者] 2014 年 5 月 6 日 下午 3:00 
except testing all other mods one by one, nop, sorry.
thatotherdavidguy 2014 年 5 月 6 日 下午 2:55 
Ok. Also, for some reason, recently the tooltips disappeared - I can't get them from hovering over tiles anymore, and I can't figure out what changed. I'm pretty sure I removed all mods that I added in the first game it didn't work, but that didn't fix anything. Any advice?
Gedemon  [作者] 2014 年 5 月 6 日 下午 2:34 
I have no crash with it, but there have been report from other users, yes. difficult for me to fix something that does not happens on my computer, but next version will be included in a DLL mod, I hope it will fix that.