On Era change, Cultures are unlocked by owning their real world Territory on the Giant Earth Map.
Some Cultures require to own a "Capital Territory" and can only chosen by one Empire, some have multiple unlocking territories and can be picked by multiple Empires.
There are a few options available to setup the mod behavior, it's possible to either keep all your old territory or only keep the core territory of the new Culture.
Support for Custom Cultures or Custom Maps can be added using .json files, see the "How To" on CFC
For the first Era an outpost is enough on a territory to unlock a Culture, you can setup from which era a City (or an Administrative Center attached to a City) will be required to unlock a Culture.
Options are set in the "difficulty" section (many thanks @AOM for the code)
Press [F3] in game to show territory names
Installation instructions, full description and credits/thanks are on mod.io
Hmmmm, very original approach. I think I like this.
Most civilizations did not magically popup out of the ground with population, culture, lore, etc. They were a subset of existing peoples from an existing civilization, that for any number of different reasons ended up leaving their current lands, settling in territory that was new to them, and establishing their own culture/lore/civilization; they left behind their titles, lands, etc, and started anew. As they developed they had to work with, compete with, or in many cases fight with the old civilization that they were trying to leave behind.
up to 16 major Empires in game (10 slots from the setup menu + 6 AI "random" slots) for generated maps or the Giant Earth Map, even without using the TCL option (in that case you'll need AOM mod to allow duplicate cultures, or mods to add enough Cultures to the Ancient Era)
add option to start with an outpost on the spawn point (for TCL it prevents AI players to settle in territories that won't unlock an ancient Culture)
add alternate starting positions options for the Giant Earth Map with closer spawn point matching the initial ancient Cultures positions
add option to set the maximum width of the Empire icons list on the top left panel
True Culture Location only:
add TCL for minor factions (thanks @SeelingCat), with "strict" or "adjacent territories" options
one major Empires and multiple independent people can spawn from the territories lost by an Empire when adopting a new Culture
add an option to limit the number of Neolithic spawns, setting a pool of "reserved" Empires that will spawn later during the game, either when an Empire lose territories on adopting a new Culture, or evolving from independent people cities on their historical location
show a list of the lost territories before selecting a new Culture
add an option to set the level of compensation (in influence, money, science and production in Capital) per territory lost when adopting a new Culture
update Districts graphics for all historical territories of a faction when adopting a new Culture, spawning from the territories lost by an old Empire or evolving from an independent people city.
add an option to allow dead players to respawn as a new Empire when the "reserved" pool is empty
feature: implement loading of .json files embedded in the "Resources" folder of an assetbundle of another mod or placed in the "Community" (or "Maps") folders and subfolders to add or update data for this mod
feature: add a "core" territory list with less territory per Empire when evolving, activated by the "Keep only Core Empire" choice in the territory loss option, thanks to FoxFox
balance: do not destroy immediately districts on minor faction decay
balance: restore trade routes from city loss after adopting a new Culture
balance: restore trade routes lost after the destruction of an Independent People faction's settlements on the end of its lifespan
balance: updating Civics statuses of a new Empire (unlocked/enacted) based on the statuses of the ancient Empire
balance: add Edo Japan to the noCapitalTerritory list
bug fix: do not prevent Empires from the "reserve" pool to settle new territories
bug fix: allow major Empire to spawn from a minor faction that only own the capital territory of that Empire's Culture (but doesn't have a city)
bug fix: don't unlock culture from a territory that is owned but not fully settled yet
bug fix: don't resurrect a player that doesn't have any army or city, but still has at least one city occupied by another Empire
bug fix: build the map territory hash with 256 entries, not 255.
logging: add all loaded faction definition names (including mods) to the log when starting a game
The main feature is compatibility with custom Cultures/Maps using .json files copied in the "Resources" folder of an assetsbundle project or with the zip when manually uploading a map.
I wonder could you ad a patch the will make it compatible with Uncle2fire Culture Super Pack for Humankind ?
Mod's coded to allow compatibility for custom cultures or custom maps using json files, while I don't plan to maintain such files, I can help making them (ping me here or on CFC or on discord).
The best way to release it would be with the culture pack itself (the mod looks for *TCL.json files that were copied in the "Resources" folder of a humankind mod project), but it could also be placed in an independent "compatibility mod", or directly in the game's mods folder in "my documents" for quick testing/development.
For maps the best way would be to put it in the map's archive before uploading it on mod.io (ie not using the in game uploader) so that it's deployed with the map when people subscribe (from the site or in game) or manually install it.
Currently trying to set territories positions on generated maps in a "relative to real world distance" way, to be able to use the mod on those maps too.
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