Sid Meier's Civilization V

Sid Meier's Civilization V

Dynamic Culture Overview
41 Comments
Iska and Ismet 20 Feb, 2021 @ 8:30pm 
This thing is a staple <3
xX_Safety_First_Grenadier1803_Xx 9 Aug, 2020 @ 7:31pm 
How exactly does one ensure the load order is correct?
Kyte  [author] 26 Jan, 2017 @ 9:58am 
Oh, wait, you want columns for Cathedrals...
I haven't touched this stuff in forever so I don0t remember what's up and I don't have Civ5 installed anymore so I can't really check. Sorry.
Kyte  [author] 26 Jan, 2017 @ 9:43am 
MaxGlobalInstances turns the building into a wonder. Wonders never get columns.
TheGreatBrain 7 Jan, 2017 @ 11:15pm 
I'm using this in the form of thecrazyscotsman's Omnibus Mod.

It gives a column to a building that is unique in any game, so I edited its BuildingClass entry to include MaxGlobalInstances = 1. That pushed it out of the columns, but it didn't accomplish what I was hoping to happen -- Cathedrals still appear underneath their city name instead of getting a column of their own,

I can't see an obvious reason why it wouldn't be assigned a column where there is space for another one.

Has anyone else had this experience or its opposite?
WereGrim 2 Jun, 2016 @ 8:16am 
I cannot open Culture Overview with this mod, still.
Lena 20 Aug, 2015 @ 3:52am 
It may just be an older version, I don't know, my Civ doesn't really like to keep these things updated unfortunately. From the list, Winter Palace was another one I replaced, and ColLeg's Mexican Republic too, I think, but I'm not sure. I think the Tuscans were fine though, and I don't have any of the other ones on the list.
Kyte  [author] 20 Aug, 2015 @ 12:04am 
Damn, I was hoping everybody'd be using my files by now so I wouldn't need to care about compatibility.
At least it's easy to fix on the user end.
Lena 19 Aug, 2015 @ 11:06pm 
Thanks, that worked! For reference, I searched CultureOverview in my MODS folder and simply replaced the ones that didn't have the right file size, and now it works perfectly again. (The ironic part is that one of the mods that I had to overwrite was Argentina.....)
Kyte  [author] 17 Aug, 2015 @ 3:21pm 
There shouldn't be an upper limit as far as I could tell from staring at the code. Perhaps those mods are trying to replace the same files as this one. One thing you can do is grab the .xml and .lua from this mod and copy-paste them on top of the problem mods' copies.
Lena 15 Aug, 2015 @ 5:55pm 
Is it possible that there's still a max number of entries even with this mod? It often still doesn't work for me, usually (but not always) until I remove a bunch of mods that add great work slots. I've tried deselecting the mod and reselecting it, or does that not change the load order properly?
RJ 29 Jul, 2015 @ 2:49am 
@Kyte

Ha, well, coding isn't exactly my thing, I know how to use XML for civ v modding from practise, and that's about it

But thanks a bunch, this brings my mod very near to completion (or actually, complete if I decide to release it without initial support for events and decisions)

Kyte  [author] 28 Jul, 2015 @ 4:33pm 
You.... didn't read about how UI mods work, did you.
UI-related XMLs and Luas are not added to the database, and they must match the name of the file they replace. All you have to do is copy-paste the files to your mod and set VFS to true. You don't rename them and you don't activate the XML.
RJ 27 Jul, 2015 @ 7:22am 
@Kyte

Hi, it's me again, so I've finally got around to just about finishing this mod, but I'm struggling to incorporate this mod into it. I added the xml and lua files, activated the xml, set the lua VFS to true, and it doesn't seem to be functioning. I haven't edited the code at all, but I do get this in the error logs:

"[9474.642] Database::XMLSerializer (XML/Cherokee_Dynamic_Culture.xml): 'Row' or 'Delete' expected, got 'Box'."

Any idea what I'm doing wrong?
Kyte  [author] 9 Jul, 2015 @ 8:33pm 
So long as you don't mess with the same files I'm messing with it should pick up your UB automatically. That's the whole point, after all. You can also simply incorporate this mod as part of yours (it's complete, so no update issues) like others have done.
RJ 3 Jul, 2015 @ 12:42pm 
@Kyte

How can I add support for this into an upcoming mod of mine? I have a UB that has two great work of writing slots.
Sarc 11 Apr, 2015 @ 1:52am 
Holo's Wolf and Merchant Empire (Spice and Wolf Civilization) - by DarkScythe

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=348257731
Sarc 11 Apr, 2015 @ 1:45am 
Hyperdimension Neptunia: Leanbox [BNW] - by Vice Virtuoso

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=413146036
Kyte  [author] 3 Dec, 2014 @ 3:03pm 
The best compliment I can get is to have it used and recommended to other mod makers. Thanks.
DarkScythe 2 Dec, 2014 @ 11:45pm 
Hey there,

I wanted to let you know that I've just released my first Civ mod, and upon recommendation from Vice Virtuoso many months ago, is using your Dynamic Culture Overview lua files embedded into it.

I wanted to thank you for making this available, and to give you a heads-up, in case you need to do anything special with this to accommodate my use of your mod internally. As far as I know, I'm using your files without modification, although I did just realize I forgot to credit you in my Credits file. Will be amending that in the next update.

My Civ is available here.
Kyte  [author] 21 Sep, 2014 @ 11:32am 
Ah, Linux. Can't help there, sorry.
Balmung 20 Sep, 2014 @ 9:43pm 
I seem to be having the same problem as daigotsumax, except deleting the cache and making sure to activate the other mod (Vocaloids, in this case) first or testing with ONLY Dynamic Culture Overview still disables the culture overview panel. So far as I can tell, on Linux, anything that changes the culture overview just disables it. If anyone's had any luck getting this to work in Linux, I'd appreciate some help.
Kyte  [author] 7 Sep, 2014 @ 12:20pm 
I think I'm gonna add that to my instructions.
daigotsumax 7 Sep, 2014 @ 6:50am 
Deleting the cache and activating Argentina first seems to have done the trick :) thanks for your support!!!
daigotsumax 7 Sep, 2014 @ 3:14am 
I thought it could have been interaction with other mods, but I set up a test game with only Dynamic Culture Overview and Argentina enabled and I cannot open my culture overview panel. Maybe something to do with the order in which the mods are loading?
Kyte  [author] 6 Sep, 2014 @ 5:58pm 
That's odd 'cause I used that specific mod to hash out all the bugs and stuff. God any other info?
daigotsumax 6 Sep, 2014 @ 4:37pm 
Doesn't seem to work for Leugi's Argentina for me?
Mikocchi 21 Jul, 2014 @ 5:01am 
Hello! Just saying that In included your mopd and credited you: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=288988130
jccohen 21 Jun, 2014 @ 1:26pm 
Love this mod.
Danann 2 Jun, 2014 @ 12:47pm 
Oh and the Colonialist Legacy's Mexico modifies it too.
Danann 2 Jun, 2014 @ 12:30pm 
Just a head's up but it seems that the Tanuki civ mod has its own cultureoverview.lua and it seems to mess up this mod. Link to civ.
Kyte  [author] 20 Apr, 2014 @ 7:58pm 
@lockstep: No matter how closely I look, I always miss stuff.
@calc: Then go ahead, have fun.
lockstep 19 Apr, 2014 @ 11:08am 
Bug report: Sorting by city name, culture, tourism, or no. of Great Works does not work. See thread at Civfanatics for details.
calcul8or 18 Apr, 2014 @ 7:06pm 
Sorry for the poor grammar. I will crdit you if I ever use this in a mod or make this mod a requirement/dependency of another mod
Kyte  [author] 18 Apr, 2014 @ 2:48am 
If you mean whether you can make this part of another mod, sure, just credit me.
If you mean asking for some other fix, sure, but no guarantees I'd actually take it. :V
calcul8or 16 Apr, 2014 @ 5:28pm 
This is outstanding, thank you. I have considered great work slots in mods but knew that would cause problems. Thanks for this, and I will let you know if I ever want to make a requirement of a different mod (if that's OK with you)
Kyte  [author] 27 Mar, 2014 @ 8:30pm 
Do note, however, that I'm still catching bugs, mistakes and figuring out general improvements, so expect further updates.
Kyte  [author] 27 Mar, 2014 @ 4:57pm 
@Vice: But of course! That was the reason I made this mod in first place, when you showed your Miku mod beta over at Speedball's thread in SA. (Actually I'm considering adding a feature to hide buildings from Culture Overview (so you could make buildings with free works (like the Parthenon) for the tourism bit of Miku's UA), but it kind of conflicts wrt load order.)
Vie S 27 Mar, 2014 @ 1:03pm 
Very nice. Do you mind if I include this in the next update for Miku? (and Nanoha, but her first update is not going to be ready for some time) Credit will be given, of course.
Kyte  [author] 26 Mar, 2014 @ 1:14pm 
@Soalric Parker: Downloaded it, tested it, works fine except for a small cosmetic issue I'm debugging right now. Have fun!
Daniel Goldhorn 26 Mar, 2014 @ 10:57am 
Cultural Capitals adds many buildings that have Great Works slots.