HUMANKIND™

HUMANKIND™

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More Immersive Cultures
   
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4.135 MB
27 Oct, 2024 @ 4:16am
19 Feb @ 10:04am
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More Immersive Cultures

Description
Mod Progress
NEW You can now customize the Stability penalties introduced by this mod. At the start of the game you will get an Event that lets you completely disable the modded Stability penalties.

Includes a new Era trait for the following Cultures:
☑️Base game
☑️Cultures of Africa Pack
☑️Cultures of Latin America Pack
☑️Together We Rule Expansion Pack
☑️Cultures of Oceania Pack
👺More Cultures: Asian Dynasties

Description
This mod adds a temporary Era trait to every Culture. It is similar to a legacy trait with the important distinction that an Era trait is only active while you are that said Culture. When you swap Cultures you lose the bonuses from the Era trait. This allows to give Cultures a more unique gameplay outlook without worrying how stacking those bonuses might break the game.

Features
1. Regional Bonuses
Every Culture now belongs to one of 7 Regions. Americas, Europe, Africa, Levant, Indies, Asia and Oceania. By picking Cultures from the same Region you receive the described bonus. It promotes and rewards players for "immersive" Culture switching. Some Cultures like Ottomans or Mughals receive bonuses from multiple Regions allowing you to do loose combinations between Regions.

2. Tribal and Nomadic Cultures
Some Cultures are now described as Tribal or Nomadic. Inspired by how Mongols and Huns play out differently the goal is to provide a more asymetrical gameplay and Culture design. Tribal Cultures cannot attach Territories but can buy the Emblematic Unit and Emblematic District on outpost with Influence and their gameplay is designed around ransacking and a lack of defined Territory. Other Cultures are considered Settled which gives them +1 City Cap.

3. Yield Bonus
Every Culture receives a temporary Yield Bonus as a means of making the Cultures more distinct from each other. They work the same as Yield Bonuses from the Legacy Trait.

4. Culture Decline (Optional)
Since the Era traits add more stat bloat every Bonus has it's "drawback". Besides trying to squish the numbers the stability penalty is supposed to represent the downfall of the Culture adding an slightly immersive gameplay reason for swapping Cultures.

For example:
If you pick the Assyrians it is much easier to grab territory by building outposts and waging war. However you receive a penalty per owned Territory.
Your Culture starts "breaking apart" from abusing what you are good at. Then you have to make a choice. Will you try to get more Era stars and use the last droplets of your Era trait at the risk of big stability penalties and your Cities revolting or will you accept your Culture's fall by welcoming a new Culture and start the process of rise and fall again.


There are two types of Penalty:
A. Culture Specific
Stability penalty described in the Era trait. Every new Era adds a baseline of 40 Stability to compensate for things you have accumulated from the previous Era.
B. General Penalties
General Yield and Stability penalty which grows depending on the number of Era stars you have accumulated. (Doesn't apply to Era 6, Pollution mechanics do the desired role.)

5. New Emblematic
(unfinished, only a minority of Cultures have a new ED or EU)

Introduces a third Emblematic. New Emblematic District provides powerful yields but like the Era trait it is only a temporary boost applicable only while you are the coresponding Culture.

Miscellaneous changes
Rebels spawn more Units.
Era Stars requirements changed to 2-10-11-12-13-14.

Compatibility
Compatible with any mod that doesn't change the basic Culture file (changes to what era a Culture belongs or changing the affinity of a Culture).

Compatible with VIP in any order but I recommend:
1. More Immersive Cultures
2. VIP Modpack

Want more Cultures? Try my mod More Cultures: Asian Dynasties and place them in this order:
1. 1. More Cultures: Asian Dynasties
... 2. More Immersive Cultures
... 3. More Cultures: Asian Dynasties MIC+

2. 4. VIP Modpack
3. 5. More Cultures: Asian Dynasties VIP+
41 Comments
Grathocke 7 Jun @ 6:27pm 
It's really too much with 180+ negative stability x 2. Had to disable it.
Ajbuck13 3 May @ 1:41pm 
the only thing i dont like is that you can go into a new culture and then bam suddenly your entire empire is just fucked with the stability, even building garrisons, wonders, and religions being incapable of stopping it
LiquidThicc 10 Apr @ 7:15pm 
I can only assume its a conflict with the Triple Alliance mods?
LiquidThicc 10 Apr @ 7:13pm 
I dont seem to have the oceania traits showing up for the Pama-Nyungans? Any idea what might be stopping them having it?
Melkor Unchained 5 Apr @ 3:11pm 
Would you consider adding Southeast Asian dynasties to your Asian Dynasties mod? Half the reason I use the Super Pack of cultures is to play a Khmer type play-through anyway. I just downloaded it and am going to try it out with Immersive cultures. Like 90% of the time I do either a Khmer or Aztec type of play style.
joelsandkamp 28 Mar @ 3:09pm 
Are the Caribbean pirates included?
Melkor Unchained 22 Mar @ 7:08pm 
If you correspond with the creator/curator of Culture Super Pack at some point, and add support for those cultures, this would easily be in the top three mods for the game, and the best gameplay mod by far. But for me, having to choose between this and CSP was tough. I haven't ventured to play with this mod enabled again, only because I love the cultures from Culture Super Pack, which really round out a lot of base game cultures so that you can play a nearly complete and decently realistic evolution of a single people through all ages. If you eventually added support for the Super Pack cultures, I would not play a single game without this mod. It's the best gameplay mod for the game, imho. And if you somehow found a way to make AI follow the logic for adhering to immersive culture switching, I believe many players would come to see this mod as an essential. I say this, from atop an altar of corpses in an empire of ruin - more plz.
Melkor Unchained 22 Mar @ 6:54pm 
Re: Aztec apocalypse; It was actually a pretty amusing playthrough. I've never been so infuriated and yet so entertained while losing. It was very fitting for Aztecs, can't even be mad. It really felt like I was an Aztec, sacrificing my people to bloodthirsty gods for one crumb of stability. I had figured the problem was largely caused by incompatibility with Culture Superpack, thus missing the stability buffer. I noticed there's an option to turn off the stability penalty now lol. The rest of that game, the stability penalty felt perfect. I think -3 or -4 stability for Aztecs would be good; -5 definitely seemed too much, even if I had had the stability buffer. I wouldn't want to turn it off entirely though. Playing around the stability issues that come with exploiting a culture's temporary era trait really adds a lot to the game. It really feels like you're fighting entropy in a way that is unique to your culture. It's a very well designed, immersive mechanic.
Delph 21 Feb @ 4:03am 
Ok thanks for information ! Have a good week-end ! :steamhappy:
Hephest  [author] 19 Feb @ 12:01pm 
They are not compatible. You can load CSP after Asian Dynasties but units from Asian Dynasties wont have a technology prerequirement