No edit summary Tags: Visual edit apiedit |
No edit summary Tag: Visual edit |
||
Line 69: | Line 69: | ||
|- |
|- |
||
|[[File:Eastern.png|centre|thumb|80x80px]]<p style="text-align:center;">'''Eastern'''</p> |
|[[File:Eastern.png|centre|thumb|80x80px]]<p style="text-align:center;">'''Eastern'''</p> |
||
+ | |Byzantine |
||
− | | |
||
| |
| |
||
*Walls and Barracks in the Capital.<sup><ref>Only a Walls with the [http://forums.civfanatics.com/forums/community-patch-project.497/ CBO].</ref></sup> |
*Walls and Barracks in the Capital.<sup><ref>Only a Walls with the [http://forums.civfanatics.com/forums/community-patch-project.497/ CBO].</ref></sup> |
Revision as of 03:00, 26 March 2018
Cultural Diversity is a mod aimed at emphasizing the variety of civilization. It does this by assigning base "Culture Types" to each civilization (including City-States), which allows for greater distinction between them, whilst maintaining a level of familiarity and consistency throughout. Where possible, each Culture Group has a unique soundtrack, a unique starting bonus, a unique event (with Sukritact's Events and Decisions), unique colonial city lists (with JFD's Exploration Continued Expanded), unique government preferences (with JFD's Sovereignty), unique era splash screens, unique embarkation graphics, unique unit dialogue, and unique unit graphics.
Certain civilizations also belong to "Sub-Culture Types," which further diversify soundtracks, splash screens, or unit graphics, whilst retaining the same overall theme of the culture group.
Culture Types
Culture | Sub-Cultures | Starting Bonus | Civilizations |
---|---|---|---|
Aboriginal |
|
Australia (Aboriginal), Kulin | |
Andean |
|
Inca, Nazca, Mapuche, Caral | |
Bantu |
|
Zulu, Kongo, Zimbabwe, Masaai | |
Bharata |
|
India, Mughals, Nepal | |
Central |
|
Germany, Poland, Austria, Hungary | |
Classical |
Roman |
|
Carthage, Greece, Rome |
Colonial |
Latin |
|
America, Brazil, Australia, Mexico |
East Indies |
|
Indonesia, Papua New Guinea, Brunei | |
Eastern |
Byzantine |
|
Russia, Byzantium, Armenia, Bulgaria |
Great Plains |
|
Shoshone | |
Himalayan |
|
Bhutan, Nepal, Tibet. | |
Islamic |
Turkic |
|
Arabia, Morocco, Ottomans, Kilwa |
Iranian |
|
Persia | |
Katuje |
|
Caribs, Tupi | |
Mandala |
|
Siam, Khmer, Burma | |
Mesoamerican |
|
Aztecs, Maya, Olmec, Zapotec | |
Mesopotamic |
Egyptian |
|
Egypt, Babylon, Assyria |
Northern |
Celtic |
|
Denmark, Celts, Lithuania, Scotland |
Oceanic |
|
Hawaii, Maori, Tahiti, Anangu | |
Oriental |
Japanese |
|
China, Japan, Korea, Vietnam |
Pacific |
|
Chinook | |
Polar |
|
Dene, Sami, Sibir, Yupik | |
Saharan |
|
Songhai, Mali | |
Semitic |
Ethiopic |
|
Israel, Phoenicia, Philistines, Ethiopia |
Southern |
Papal |
|
Venice, Tuscany, Genoa, Papal States |
Steppe |
|
Mongols, Huns, Khazaria, Yakutia | |
Totalitarian |
|
Germany (Hitler), Soviet Union, North Korea | |
West-African |
|
Ashanti, Benin | |
Woodlands |
|
Iroquois | |
Western |
British |
|
England, France, Spain, Sweden |
Ideals
Ideals are a special Social Policy Branch exclusive to your civilization's Culture. However, unlike regular policies, these policies have specific conditions that must be met before they can be adopted. Most of these conditions have to be met before the end of a certain era, otherwise the policies will become permanently locked.
Culture Type | Ideal | Effect | Conditions |
---|---|---|---|
Aboriginal | Bora Ceremonies | Gain Culture when a new tile is acquired. This scales with Era. | Must have at least 10 Culture Per Turn by the end of the Ancient Era. |
Aboriginal | Songline | +2 Faith on Atolls, Oases, and Natural Wonders. | Must control at least 1 Natural Wonder by the end of the Medieval Era. |
Aboriginal | Walkabout | Melee and Ranged Units receive the Survivalism I and II promotions. | Must have at least 2 Recon Units with the Survivalism II promotion by the end of the Medieval Era. |
Andean | City of Gold | Mints increase the Gold output of the Palace by +1 each. | Must control at least 5 sources of any of Copper, Gold, or Silver, or otherwise El Dorado by the end of the Renaissance Era. |
Andean | Royal Roads | Palace yields +10 Golden Age Points. | Must have at least 4 cities on Hills or Mountains connected via road to the Capital by the end of the Medieval Era. |
Andean | Sacred Apus | Shrines built in cities on a Hill or Mountain yield +2 Faith. | Must have at least 4 Shrines built in cities on a Hill or Mountain by the end of the Medieval Era. |
Bantu | Fetish Idols | Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion. | Must have the highest Faith output and at least +5 Faith Per Turn by the end of the Ancient Era. |
Bantu | Hide Shields | Melee Units have +10% Combat Strength when within 2 tiles of a Pasture and Pastures yield +1 Production and +2 Great General Points. | Must have at least 6 Pastures worked by the end of the Medieval Era. |
Bantu | Houses of Stone | +1 Happiness and +3 Defense from Ancient, Classical, and Medieval Era Wonders. | Must have at least 3 Stone Works by the end of the Medieval Era. |
Bharata | Four Varnas | All Specialists yield +1 of their base Yield and produce no Crime. | Must have 1 Monk, 1 Merchant, 1 Engineer, and 1 Scientist worked in each city by the end of the Renaissance Era. |
Bharata | Gunpower Empire | Gun and Siege Units earn +15% more XP from combat and increase Loyalty by 10% when garrisoned. | Must have researched Chemistry and have the most Siege Units by the end of the Industrial Era. |
Bharata | Sacred Languages | +100% Religious Pressure in nearby cities without your main Religion and your Religion spreads to your cities from 50% further away. | Must have researched Writing and have at least 15 Faith Per Turn by the end of the Classical Era. |
Central | Feudal Duties | Castles yield +2 Great General Points and +15 XP for newly trained Land Units. | Must have Castles in all cities and at least 1 State-level Province by the end of the Medieval Era. |
Central | Marriage Politics | Dignitaries and Magistrates yield +2 Gold and Gifts of Gold yield +20% more Influence with City-States. | Must have 4 of any combination of Dignitary or Magistrate Specialists working by the end of the Renaissance Era. |
Central | Orders of Merit | +25 Culture when a unit is promoted. This scales with Level. | Must have at least 4 Level 5 Units by the end of the Renaissance/Enlightenment[8] Era. |
Classical | Res Publica | Ancient and Classical Era National Wonders yield +1 Happiness and +0.4 Development. | Must have built at least 5 National Wonders by the end of the Classical Era. |
Classical | Socratic Method | Gain , , , and whenever you expend a Great Person. | Must have the highest Science output and at least +25 Science Per Turn by the end of the Classical Era. |
Classical | Valeria Victrix | Great General Combat Bonus increased by +15%, and double Citadel tile-acquisition. | Must have the most Great Generals and at least 2 by the end of the Classical Era. |
Colonial | Constitutionalism | Social Policies are 10% cheaper and +1 Happiness for every 5 Policies adopted. | Must have at least 4 Social Policy Branches opened and the "Codified (Constitution)" Reform by the end of the Industrial Era. |
Colonial | Patria Grande | Artist, Musician, and Writer Specialists yield +1 Culture, +1 'WLTKD' Sentiment, and +2 Tourism. | Must have the highest Culture Per Turn and at least 50 by the end of the Modern Era. |
East Indies | Kedatuan Polities | Units trained in the Capital begin with +20 XP and +1 Movement. | Must have at least 3 County-level Provinces by the end of the Medieval Era. |
East Indies | Masked Dances | Cities celebrating 'We Love the King Day' yield +10% Culture. | Must have at least 3 Amphitheaters by the end of the Medieval Era. |
East Indies | Spice Trade | Build Cargo Ships 50% faster and Sea Trade Routes have 50% range. | Must control at least 4 sources of any of Spices, Ginger, Cloves, Nutmeg, or Pepper by the end of the Renaissance Era. |
Eastern | Imperial Frontiers | Cities can work and purchase one additional ring of tiles. | Must have the highest number of Tiles and at least 50 by the end of the Renaissance Era. |
Eastern | Orthodoxy | Cities with your religion have +10% Loyalty and yield +2 Faith. | Must have all cities following your State Religion and at least 4 by the end of the Medieval Era. |
Eastern | Tsarism | Government and Foreign Reforms require no Sovereignty to pass | Must have Max Sovereignty by the end of the Industrial/Enlightenment[8] Era. |
Great Plains | Hide Painters | Camp-based Resources yield +2 Culture and +1 Development. | Must have at least 5 Camp-based Resources worked by the end of the Medieval Era. |
Great Plains | Plains Riders | All Units have doubled Movement in Grassland and Plains. | Must have at least 12 Horses by the end of the Industrial Era. |
Great Plains | Sun Dances | Cities celebrating 'We Love the King Day' yield +15% Health. | Must have a Pantheon and at least 2 cities on Plains Tiles by the end of the Medieval Era. |
Himalayan | Charnel Grounds | Mountains yield +4 Golden Age Points and +2 Faith. | Must control a Holy City located in a city with a Mountain by the end of the Medieval Era. |
Himalayan | Tantric Medicine | Great Works yield +1 Science and +1 Health. | Must have at least 4 Great Works by the end of the Medieval Era. |
Himalayan | Triple Gem | Monasteries yield +1 Happiness, +2 Faith, and +0.2 Development. | Must have a State Religion, at least +300 Faith, and at least 1 Monk Specialist working in all cities by the end of the Renaissance Era. |
Iranian | Imperial Levies | All current and future Military Units purchased as Levies will Heal Every Turn, even when performing an action. | Must have at least 20 Population between conquered cities by the end of the Medieval Era. |
Iranian | King's Eyes and Ears | -20% Crime in the Capital and -10% Crime in all other citiies. | Must have all cities Connected to the Capital and at least 2 by the end of the Classical Era. |
Iranian | Qanat System | Aqueducts yield +2 Food and current and future cities with an Aqueduct receive a Garden. | Must have at least 3 Aqueducts by the end of the Classical Era. |
Islamic | Houses of Wisdom | Great Tile Improvements yield +2 of their base Yield and +2 Golden Age Points. | Must have at least 5 of any combination of Academies, Citadels, Custom Houses, Holy Sites, Manufactories, or Sanatoriums worked by the end of the Medieval Era. |
Islamic | Sufi Orders | Missionaries have +1 Movement and lose the 'Unwelcome Evangelists' promotion. | Must have at least +500 Faith by the end of the Medieval Era. |
Islamic | Trans-Saharan Routes | All Trade Routes have +1 Sight and reveal Fog of War when travelling. | Must have at least 3 Caravansaries in cities built on or adjacent to Desert by the end of the Renaissance Era. |
Katuje | Bow Mastery | Archers and Composite Bowmen can attack twice in one turn. | Must have have at least 2 level 4 Units of any combination of Archers or Composite Bowmen by the end of the Classical Era. |
Katuje | People's Language | Cities adjacent to Jungle are automatically Connected to one another. | Must have at least 4 cities adjacent to Jungle by the end of the Medieval Era. |
Katuje | Ritual Cannibalism | Melee Units recover 20 Hit Points when defeating an enemy unit. | Must have at least 120 Faith by the end of the Ancient Era. |
Mandala | Field Power | Towns and Villages yield +2 Food and +3 Defense. | Must have a Village or Town worked by all cities and at least 4 by the end of the Medieval Era. |
Mandala | Mueang Principalities | +1 Influence Per Turn with City-States that you have a Trade Route with. Units can be upgraded in the borders of Befriended City-State. | Must have at least 3 Allied City-States by the end of the Medieval Era. |
Mandala | Temple Spires | Temples and belief-based Religious Buildings yield +20 Culture and +20 Faith when constructed. This scales with Era. | Must have adopted the State Religion of another Civilization by the end of the Renaissance Era. |
Mesoamerican | Astro-Divination | Temples yield +1 Science and +2 Great Prophet Points Per Turn. | Must have a Pantheon and at least 20 Science Per Turn by the end of the Classical Era. |
Mesoamerican | Eagles and Jaguars | Melee Units begin with +10 XP and force defenders to retreat when inflicting more damage than they receive. | Must have the highest number of Shackles and at least 40 by the end of the Medieval Era. |
Mesoamerican | Triple Alliance | +10% Loyalty, -15% Unhappiness, and +20% Production in Puppets. | Must have at least 2 foreign Capitals as Puppets under your control by the end of the Medieval Era. |
Mesopotamic | Ceremonial Burial | Ancient Era Wonders yield +2 Culture, Faith, Gold, and Tourism. | Must have a Pantheon and a Wonder in the Capital by the end of the Ancient Era. |
Mesopotamic | City of God | 5 Specialists in your Capital no longer cause Unhappiness. | Must have the highest Population in the Capital and at least 12 by the end of the Classical Era |
Mesopotamic | Scribal Schools | +30 Science when a new Citizen is born in the Capital. This scales with Era. | Must have at least 8 Technologies by the end of the Ancient Era. |
Northern | Epic Poetry | Great Works of Music and Writing yield +1 Culture and +1 Tourism, and earn Great Musicians and Great Writers 33% faster. | Must have at least 3 of any combination of Great Generals or Great Admirals by the end of the Medieval Era. |
Northern | Midsummer's Eve | Cities celebrating 'We Love the King Day' yield +10% Food. | Must have at least one city celebrating 'We Love the King Day' by the end of the Medieval Era. |
Northern | Warrior Code | All Units fight as though they were at full strength even when damaged. | Must have a Barracks in all cities and at least 4 by the end of the Medieval Era. |
Oceanic | Celestial Navigation | Naval Units receive the Supply promotion, and all Embarked Units have +1 Moves. | Must have discovered at least 50 Ocean Tiles by the end of the Renaissance Era. |
Oceanic | Island Settlers | Atolls yield +1 . | Must have at 4 Atolls worked by the end of the Renaissance Era. |
Oceanic | Wayfaring Myths | Naval Units yield Culture in the nearest city when uncovering new Tiles. | Must have researched Sailing by the end of the Ancient Era. |
Oriental | Hydraulic Despotism | Aqueducts and Cisterns yield +2 and +5% Production. | Must have Aqueducts or Cisterns in all cities and at least 4 of any combination by the end of the Medieval Era. |
Oriental | Scholar Officials | Specialists yield +2 Golden Age Points and +0.1 Development. | Must have at least 2 Specialists working in each city by the end of the Renaissance Era. |
Oriental | Son of Heaven | +10% Sovereignty during a Golden Age and Golden Ages are 20% longer. | Must be in a Golden Age and must have a Government by end of the Medieval Era. |
Pacific | Fishing Societies | Build Work Boats 50% faster, and Fishing Boats yield +1 Production and +1 Development. | Must have at least 5 sources of any combination of Crab, Fish, or Whale by the end of the Medieval Era. |
Pacific | Potlatch | +10 Food and +10 Culture when a new Citizen is born in any city. This scales with Era. | Must have all cities Connected to the Capital and at least 4 by the end of the Renaissance Era. |
Pacific | Totems | Monuments increase Great People generation by 15%, and yield +1 Great Admiral and +1 Great General Points. | Must have a Monument in all cities and at least 3 by the end of the Classical Era. |
Polar | Land of Eternal Sun | Snow Tiles yield +2 Golden Age Points and all Units have doubled healing in Snow. | Must have at least 2 cities with Ice by the end of the Renaissance Era. |
Polar | Nomadic Herders | Settlers and Workers have +1 Moves, and all Camps yield +1 Food. | Must have at least 3 Camps by the end of the Classical Era. |
Polar | Spirit Trance | Shrines, Temples, and Monasteries yield +1 Health and -1 Crime. | Must have a Pantheon and +25 Faith Per Turn by the end of the Medieval Era. |
Saharan | Farimba | All current and future Military Units purchased with Shackles help produce Great Generals more quickly. | Must have at least 4 Military Units with the Enslaved Promotion by the end of the Medieval Era. |
Saharan | Lord of Wangara | +20 Production with every Investment. This scales with Era. | Must have the highest Gold stored and at least 2000 Gold by the end of the Renaissance Era. |
Saharan | Scholars of Sankore | Eliminates Fraud in all cities. | Must have 2 Academies worked by the Capital by the end of the Medieval Era. |
Semitic | Dietary Laws | Increases Piety resting rate by +10 and Piety recovers twice as fast when below resting rate. | Must be Devout by the end of the Classical Era. |
Semitic | Land of Merchants | Great Merchants have +2 Movement and begin a short Golden Age when expended. | Must have the highest number of Merchant Specialists worked and at least 4 by the end of the Medieval Era. |
Semitic | Rock-hewn Churches | Cities adjacent to Mountains receive +10% Building Production. Mountains yield +3 Production. | Must have at least 3 cities adjacent to Mountains by the end of the Medieval Era. |
Southern | Free Companies | All Mercenaries can can pillage without using Movement Points and steal Gold when attacking cities. | Must have 3 active Contracts by the end of the Renaissance Era. |
Southern | High Renaissance | +1 Culture, +1 Faith, +1 Science, and +2 Golden Age Points from Great Works of Art. | Must control the most Great Works of Art and at least 3 by the end of the Renaissance Era. |
Southern | Mother Church | Cities are 50% more resilient to Conversion and never lose their Religion because of low Piety. | Must have founded a Religion, and must have the most followers and at least 4 by the end of the Renaissance Era. |
Steppe | Great Hordes | Receive a second Mounted Unit with every one trained, if you have the Horses to support it. All Mounted Units receive +1 Sight. | Must have the highest number of Horses and at least 6 improved Horses by the end of the Medieval Era. |
Steppe | Silk Road | Owned Trade Routes cannot be pillaged by Barbarians and Land Trade Routes have +50% range. | Must have at least 4 Trade Routes with different Civilizations by the end of the Renaissance Era. |
Steppe | Steppe Empire | All current and future conquered cities begin with all workable tiles claimed. | Must have at least 5 foreign cities under your control by the end of the Medieval Era. |
Totalitarian | Autarky | Internal trade routes provide 50% more Food or Production when originating from the Capital. | Must have at least 5 cities connected to the Capital via Internal Trade Route by the end of the Modern Era. |
Totalitarian | Panoptic Surveillance | Build Constabularies and Police Stations 50% faster and these Buildings yield +10% Loyalty each. | Must have a Jail in all conquered cities and at least 6 by the end of the Modern Era. |
Totalitarian | Supreme Leader | +25% Production toward Military Units during a 'We Love the King Day.' | Must have all cities with Patriotic Loyalty and at least 4 by the end of the Modern Era. |
West Africa | Defensive Earthworks | First two Stone Works are Maintenance free and cities with a Stone Works have increased (+25%) Defense from Buildings. | Must have built at least 2 Stone Works by the end of the Medieval Era. |
West Africa | Religious Kinships | +20 Faith when a new Citizen is born in any city. This scales with Era. | Must have founded a Pantheon and have at least 12 Population by the end of the Medieval Era. |
West Africa | Sculpted Figures | Copper, Iron, and Stone yield +2 Culture and +1 Tourism. | Must have at least 4 sources of any combination of Copper, Iron, or Stone by the end of the Medieval Era. |
Western | Colonial Empires | Colonies yield +2 Science, +3 Gold and +4 Golden Age Points. | Must control the most Colonies and at least 3 by the end of the Industrial Era. |
Western | Industrial Revolution | Build Blast Furnaces, Coal Stations, Factories, and Oil Refineries 33% faster. | Must have Workshops in all cities and at least 5 by the end of the Renaissance[8] Era. |
Western | Naval Supremacy | Naval Units are 33% cheaper to upgrade and have +20% Combat Strength when in Foreign Territory. | Must have the most Naval Units and at least 10 by the end of the Industrial Era. |
Woodlands | Buzzard Cult | Your Religion spreads 33% faster over Trade Routes and Land Trade Routes yield +2 Tourism. | Must have a Pantheon and at least 2 active Land Trade Routes by the end of the Classical Era. |
Woodlands | Grand Council | +10 Food and +10 Production when a new Building is built in any city. This scales with Era. | Must have all cities Connected to the Capital and at least 4 by the end of the Renaissance Era. |
Woodlands | Pathfinders | All current and future Recon Units receive the Survivalism I, II, and III promotions. | Must have at least 6 Forest Tiles worked by the end of the Medieval Era. |
Full Credits List
CivFanatics Homepage | |
Latest Version: | v 15 |
Last Updated: | 10 March 2017 |
- JFD: Coding, Design, Research, Graphics
- COF: Research (Various splash screens)
- Janboruta: Research (African/Arabic/Bharata/Central/Northern/Western/Mediterranean/Totalitarian/Turkic splash screens), Artwork (African/Arabic/Bharata/Oceanic/Tribal-American/Turkic splash screen border, Central/Eastern/Western Crowns).
- Kesler: Research (various Music).
- Leugi: Graphics (African/Arabic/Bharata/Turkic Embarkation Graphics), Research (High-American/Latin Colonial/Tribal-American/Andean splash screens), Artwork (High-American aplash acreen border).
- Reedstilt: Research (Oceanic/Sahul/Tribal-American splash screens)
- Regalman: Research (Semitic splash screens)
- sss64sss: Research (various Music and splash screens)
- Sukritact: Research (Mandala/Oriental splash screens), Artwork (White Elephant Icon, Mandala/Oriental splash screen border, Culture Group Icons).
- Sun Ce of Wu the Musician: Research (various Music, Splash Screens).
- Sword of Geddon: Research (Oceanic, African music)
- Tomatekh: Artwork (Various Culture Group Alpha Icons)
- TPangolin: Research (Various splash screens)
- Hangman: Graphics (High-American Embarkation Graphics)
- Wolfdog: Graphics (Mandala/Oriental Embarkation Graphics)