Sid Meier's Civilization V

Sid Meier's Civilization V

Cultural Diffusion
176 Comments
Risker the 34th 24 Sep, 2024 @ 1:09pm 
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 17 Jun, 2024 @ 11:35am 
could probably use an update but thanks for uploading
peppy 13 May, 2023 @ 2:53am 
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
[PIGZ]MrTango 30 Mar, 2021 @ 11:35am 
What governs city cultural diffusion output strength? City's: pop, culture yield, somethings else?
Vermilicious 23 Mar, 2021 @ 3:26pm 
Sounds like a neat idea.
CandySeller74 14 Apr, 2020 @ 8:23am 
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 5 May, 2019 @ 9:43am 
this is a great mod. Could someone take it over and fix it for BNW and EUI. Thanks a lot !
KARABOGA 20 Dec, 2018 @ 8:05pm 
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 20 Dec, 2018 @ 4:06pm 
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] 9 Aug, 2018 @ 1:42pm 
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 16 Jun, 2018 @ 7:36pm 
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 2 Feb, 2018 @ 1:53am 
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 4 Sep, 2017 @ 9:12am 
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 8 Apr, 2017 @ 12:22am 
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 17 Oct, 2016 @ 7:37pm 
The tile culture tooltip is broken when used with enhanced user interface. Could you make it compatible with EUI? Thanks!
Vence16 3 Oct, 2016 @ 3:47am 
Same, it crashes me early on like 30-50 turns in and i cant go back in:steamsad:
Good Joe 17 Sep, 2016 @ 4:17am 
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 4 Sep, 2016 @ 9:26pm 
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 16 Aug, 2016 @ 11:35am 
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 8 Aug, 2016 @ 9:47am 
So does this essentially recreate the ability we had in Civ4 to conquer a city via superior culture?
Oh-Kay 18 Jun, 2016 @ 8:36pm 
the option to enable the mod doesn't show up and im trying to use this with the revolutions mod.
Tomaz 12 Jun, 2016 @ 5:32am 
Does it work with existing save games?
The Rioter 21 May, 2016 @ 5:26pm 
Everytime I load my save with this mod the culture resets.
Yaya 21 Apr, 2016 @ 12:21pm 
just increase your overall culture output
BatavianJonkheer 21 Apr, 2016 @ 10:52am 
is there any wiki or tutor? because their taking my land and i dont know how to take theirs
Yellow 20 Mar, 2016 @ 8:20am 
Would be helpfukl if we actually knew how culture is spread.
derrick.oien 25 Feb, 2016 @ 4:16pm 
It wont download no matter what I do
Yaya 22 Feb, 2016 @ 4:37am 
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 22 Feb, 2016 @ 4:32am 
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 21 Dec, 2015 @ 7:21pm 
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 21 Dec, 2015 @ 11:28am 
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.
CookieMagic 15 Dec, 2015 @ 10:52pm 
Would be nice if Great General Citadel and adjacent tiles are immune to reverting to the enemy after 1 turn. :P
Wilson 16 Nov, 2015 @ 5:18pm 
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 22 Oct, 2015 @ 12:18pm 
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 14 Mar, 2015 @ 1:21pm 
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 1 Mar, 2015 @ 4:17pm 
doesnt work with mods that increase city work radius
jpberkland 21 Jan, 2015 @ 1:40pm 
Is this compatible with the Community Patch & Community Balance Patch mods? http://forums.civfanatics.com/showthread.php?t=528034
lilMobStick 8 Dec, 2014 @ 7:36pm 
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 7 Dec, 2014 @ 9:55pm 
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 24 Oct, 2014 @ 6:33am 
is it possible to capture a neutral tile outside my city limits with a military unit?
Leugi 9 Sep, 2014 @ 6:31am 
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 27 Aug, 2014 @ 6:24am 
fortify for 5 turns
BINKOLAS 3 Jul, 2014 @ 3:23pm 
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 27 May, 2014 @ 6:29am 
Great mod,I just have one question how do I claim tiles with a unit.
Gedemon  [author] 11 May, 2014 @ 8:53am 
should be the case already
AlecA380 11 May, 2014 @ 8:03am 
You should be able to work teritory you capture with units if it is within range of one of your cities
Gedemon  [author] 6 May, 2014 @ 3:00pm 
except testing all other mods one by one, nop, sorry.
thatotherdavidguy 6 May, 2014 @ 2:55pm 
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  [author] 6 May, 2014 @ 2:34pm 
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.
thatotherdavidguy 6 May, 2014 @ 1:59pm 
Is it known why games with this mod tend to randomly crash? Any progress on fixing this?