Sid Meier's Civilization V

Sid Meier's Civilization V

Cultural Capitals (Brave New World Edition)
57 Comments
The Grimwar 14 Aug, 2022 @ 12:37pm 
Is this a DLL mod?
The Grimwar 4 May, 2019 @ 6:34pm 
Hey, you don't mind fixing up the mod so that when someone else wins the election, it doesn't show who it is?

I just want the time that we meet a civilization to be the first time +we know who they are!
Blithering Idiot 29 Apr, 2018 @ 7:38am 
doesnt work
Tomaz 17 Jun, 2016 @ 3:12am 
Does it still has the bug mentioned below?
Vevca 27 Jan, 2016 @ 10:31am 
I'm trying it with the CBP/CP and neither EUI nor noEUI worked.
Niki Bogino 29 Dec, 2015 @ 1:12am 
Thats great, but fix the bug, people mentioned it below, have same issue
Arvay6 3 Nov, 2015 @ 10:48am 
I can never get this to work with regalmanemperor's wonders, the cultural capitals tab never shows up and even with the option enabled the elections never start.
leandrokikkert 22 Oct, 2015 @ 1:38am 
can't you make a tab under additional information or something, because the panal hides after a while
leandrokikkert 22 Oct, 2015 @ 12:53am 
Nice mod, but the cultural capitals panel hides after a while, the same problem as msfifa2, and I don't know how to fix it. Can someone help?
BaoBaB 4 Jul, 2015 @ 5:41am 
Works great love the it doesn't change the chalenge you still feel the competition
msfifa 21 Jan, 2015 @ 10:50am 
i love this mod only one issue with it: the interface hides the cultural capitals panel after a while don't know how to fix that
Walker 15 Jan, 2015 @ 4:57pm 
This seems like agreat mod. Seems that maker is missing in action as was said many times. ANyone know if he has a civfanatics account.
RetroJ75 4 Oct, 2014 @ 8:29pm 
Think this needs an update.
Rao 7 Jul, 2014 @ 12:39pm 
Be nice to see it work with Dynamic Culture Overview from Kyte.
madpluck 30 May, 2014 @ 2:56pm 
*Sigh* sadly this mod needs to be updated again but it looks the author is MIA. The new CC buildings that grant Great Work slots don't show up in the Culture Overview screen, so whatever the game randomly sticks in those buildings, is stuck there, and can't be moved to try to get theming bonuses. Anyone know how to update that? I will take a look at it but no promises...
Shart Attack 15 Mar, 2014 @ 9:18am 
please fix to work with revolutions.
BY AZURA BY AZURA BY AZURA 5 Jan, 2014 @ 5:50pm 
i personally dont think the number of cities you have should give you points. the ai does SPAM cities, which is of course stupid, but would get them easy points toward the election thing. im getin this though.
asto1qasw1 3 Jan, 2014 @ 7:31pm 
really funny mod. but few option(ex king. 1 citizen.) very op.
Archduke Sleepyhead 23 Nov, 2013 @ 10:53pm 
Is there anyway to get the GK only version? I loved this on GK, do not have BNW.
Delport Breckland 15 Nov, 2013 @ 2:29pm 
I have some questions about specific elements of this mod (related to the BNW update, as I have been using CC for a while now);
1) Does the Exchange Market last for only 1 cycle, like it used to, or is it permanent now?
2) Does the Trading House only enhance Trade Routes that originate from that city?
3) Does the Exhibbition of Controversy affect writers & musicians, or only painters?

Thank you for your time and hard work!
moorihand 12 Aug, 2013 @ 9:06pm 
This mod is not compatible with Gedemon's Revolutions mod. What is very strange is the fact that it is compatible with his Cultural Diffusion mod which is required by Revolutions. I have looked through this mod and Revolutions but cannot find where the incompatibility would lie. If you had the time and patience maybe you could contact Gedemon and see whats going on? Only reason I ask is I love this mod but I have grown so accustomed to playing with CD + Revolutions that I cant picture a game without those 2 mods active. Thanks in advance if you can do anything about this.
wuTz 28 Jul, 2013 @ 3:30pm 
great to see this mod back with bnw!
Sheepo  [author] 28 Jul, 2013 @ 8:10am 
Thanks for you comments - sorry was a bit late with the update.
Updated now for Brave New World!
Air 19 Jul, 2013 @ 1:25pm 
This needs to be rebalanced for BWN. It's one of my favorite mods. I wish @Moaf_ would still update it.
ACExtravaganza 18 Jul, 2013 @ 2:32am 
is this BNW compatable?
noah.wiggs 11 Jul, 2013 @ 9:09pm 
any way i van get v9 then
SuperRiceBoi 2 Jun, 2013 @ 7:47pm 
I think it would be cool to have a religion version of this
thomas-nordentoft 12 Jan, 2013 @ 6:32am 
- Need Help

-I cant see the icon of the cultural committee, becaus of the amount of income and strategic resources shown at the status bar. So I cant click it and follow process, history or bribe the committee :/

Are there any soulution for this problem?

- Btw this mod is the best!
kensw 16 Dec, 2012 @ 12:29pm 
Ok this is probably just me doing something stupid. I downloaded and installed the mod everything looks good... but nothing is happening? I played as far as medieval age so far with no messages or anything. Only thing I can think of is I am running the - just anouther earth map pack mod which requires a custom game load to run? Any ideas?
Sheepo  [author] 18 Nov, 2012 @ 5:17am 
v15 has been released!

ChangeLog:

--------------
v15:
# Balance Changes:
- Theme Labor gives now additionally a free worker.
- Added Stone resource to Geology Museum.

# Misc:
- Fixed Imperial Cathedral to be able to employ an artist specialist.
- Removed in the Exhibition Description the special artist specialist.
- Added German Localization strings
- Fixed bug where several committee winners were possible when more than one player has built more than 2 wonders
- Fixed issues when selecting the gameoption "Complete kills"
Sheepo  [author] 12 Nov, 2012 @ 1:55pm 
@rapsynrev:
Many thanks for testing this out - I didn't think about the setting for complete kills, i'll have a look into this. Hopefully this will be fixed easily, since I just have to check if the player still has any cities left. I'll integrate this fix together with other minor bugfixes in the next version, which I'll release this weekend.

Thanks for your support!
rapsynrev 12 Nov, 2012 @ 8:20am 
Further troubleshooting details:
1. Once the civ is completely "killed" (ie all remaining units have been hunted down and slaughtered, or just destroyed in IGE) the points start accruing again, so it seems to be related to having a live civ without a capitol
1.a. in all tested examples, the capitol wound up being the last city, so when they lost the capitol, they had no cities, have not yet tested a civ who loses its capitol but has other cities left (let me know if you think this could matter and I'll look into that as well)
2. The civs in question were not at the top of the leaderboard, so they were not about to win the election
3. I have tested both with and without the dying civ having a world wonder in their city, and it doesn't seem to make a difference.
rapsynrev 12 Nov, 2012 @ 7:55am 
Ok, after quite a bit of testing, I've found a common thread. It isn't actually dependant on the turn number but on the number of capitols. The common thread seems to happen when a civ loses its capitol, for some reason the number of points for the next victory vote stops accruing. If, by using the IGE, I healed the capitol of the civ who was dying, instead of letting the AIs wipe each other out, the cultural election proceded normally.

Further troubleshooting note:
1. The civ that kept dying had not one an ellection yet.
2. I play on "complete kills" so losing the capitol doesn't elliminate the civ
3. This has been consistant accross multiple games

Hope this help come to the root of the issue, and thanks again for following up!
rapsynrev 11 Nov, 2012 @ 6:12am 
Well to clarify a little bit: The only thing that stops working is the cultural voting points. So after a vote that occurs around turn 490, it will do the 30 turn wait until the next vote, but after the next contest starts (in this case turn 520), I noticed that I'm not getting points towards victory. The game proceeds as normal otherwise though, I'm still getting benefits from the previous victories and my other mods are fully functional. With the exception of the In Game Editor (which does give a buggy way to have multiplayer with mods), most of the mods I use are just UI changes (like the clock so I stop losing track of time for instance).

Thanks a lot for the continued support!
Sheepo  [author] 11 Nov, 2012 @ 4:22am 
Thanks! :)

I have the problem that my game often crashed even without mods in longer games - so it doesn't necessary have to do with the mod why it crashes.

Btw, released a new version:

--------------
v14 (Revision 8):

# Balance Changes:
- Reduced Think Tank Great Person rate modifier to 25% (from 33%)
- Removed Heal Rate Change from Constrution Hall.
- Theme Belief: Added Shrine as a requirement in the city.

# UI:
- Added cultural committee winner to the history tab.

# Misc:
- Fixed bug when capturing the current Cultural Capital.
- Fixed bug when that let the player choose a theme after forming the committee.
rapsynrev 10 Nov, 2012 @ 7:35pm 
First off, I'd like to say that this is the most awesome mod I've tried, hands down. I really wish I could play this one in multiplayer so my friends and I could add that extra level of competition to the game. Howeverm I'm having issues where it stops working right around turn 500 regularly. I prefer to play in marathon mode, so I'd really like to see this continued past that point. Hopefully you are still out there and tweakig this amazing mod!
Arkenor 3 Nov, 2012 @ 6:42pm 
Is this working OK with the latest Civ patch?
Rafard23 10 Sep, 2012 @ 11:07am 
this mod just refused to download for me several times now, what can i do?
Sheepo  [author] 17 Aug, 2012 @ 11:50am 
Released new hotfix version 13:

Changelog:

# Misc:
- Fixed database errors.
- Updated German and Chinese localizations.
Zenith 14 Aug, 2012 @ 5:04pm 
Idk if someone has brought this up already but the Cultural Capital countdown till election freezes completely on me after about 5 elections. Great mod though, keep up the good work!
Nyathalie 14 Aug, 2012 @ 2:07am 
i cant play without this mod! its amazing that u could make a whole new aspect to the game in the mod, it feals like an expansion!
stars2heaven 13 Aug, 2012 @ 7:44pm 
Oh I see. Thank you for the reply. I thought the culture added was something else.
Sheepo  [author] 12 Aug, 2012 @ 4:30am 
@stars2heaven: It is working correctly. The city gets stores the culture (meaning that it will now claim a lot of tiles around it very fast).
About the requirements: yeah you're right, they are somewhat confusing. But once you have thought it through it's not that hard to understand. If a requirement is that a city is not allowed to have e.g. walls, then it is a fullfilled requirement. If it is unfulfilled it means that the city has walls in it. Whats confusing there, huh? :P
Btw, updated it to version 12. Added more information about gameplay in the mod info (Reading this is advised!).
stars2heaven 10 Aug, 2012 @ 6:52am 
I found one small problem with this mod. The bonus "Cultural capital of sacrifice" does not work correctly. The bonus to production is added, but the bonus to culture is not. Also, I find some of the descriptions for fullfilled requirements to be very confusing. Some of them say things like, "This city can not build so-and-so", but I can clearly take that theme and it's very odd to say that I can't build it even though it is part of the fulfilled requirements. I'm unsure if it is supposed to really mean that I CAN build so-and-so in that city or if there is somthing I'm missing.
Nyathalie 3 Aug, 2012 @ 1:38am 
WOW, JUST WOW, YOU!!! you need to make more mods like this xD simply amazing!!! awesome, im ur biggest fan ever!!!
webb0001 24 Jul, 2012 @ 7:31am 
This would be better if the UI weirdness was sorted out to fit more in the theme of the game.
I do not like the big ? and then the weird swirly colour bar.
Sheepo  [author] 23 Jul, 2012 @ 11:49am 
@Arkenor:
So far it's implemented in a way that you only get to see what someone picked when you befriended him.
Regarding bribing: there's a cooldown with bribing that scales depending on speed (which is on marathon 36 turns). You'll have to wait for this time to pass when the first player wins the cultural capital.
Furthermore, the cultural capital will be selected by random chance -> the higher a cities' size/cultural output, the higher the chance for it to become cultural capital.
Arkenor 23 Jul, 2012 @ 9:16am 
I'm giving it a try now. I got the first city with 2 wonders, so was able to pick a theme. So far so good, but then it started getting very confusing. When the election starts, Greece manages to pick up an unknown theme (I'm not sure how he manages to keep it secret if it's a public commitee assigning it!) almost right away. I could not have even have begun to bribe for another 36 turns, according to the tooltip, so I'm not sure what they could have possibly done. They don't even have a wonder.

Of course, I have no problem with other nations winning things (and I'm not sure if my capital could even have two themes anyway, and the other cities are wonderless), but it would be good to understand how and why!

I'm playing on Marathon speed. I don't know if thats throwing timings off somehow.
CoyoteXLI 22 Jul, 2012 @ 10:30am 
That did the trick. Thanks!
Sheepo  [author] 22 Jul, 2012 @ 12:18am 
@CoyoteXLI: You just follow this link in the description (http://forums.civfanatics.com/showthread.php?t=410760) . I've put a link in the heading of the post - you can now download the old vanilla-compatible version (v10) there!