That's a great guide, however I still bump into problems...

For a long time I've wanted to make a LOTR mod but knowing that that would be total suicide I've come to the conclusion that simply adding an Orcish culture to BI would already be fun enough.

I have two choices for doing that, modingfying an old culture, or doing what you did so nicely - adding a new one and then modding it.

My first try at following your guide ended in failure however. After step 11 the game wouldn't start anymore, it crashed after the first copyright screen. So obviously something is wrong and I have to spend time figuring that out.

However, I have a few questions if you don't mind me asking:

- When following step 6 in your guide one will end up with "barbarian, chinese, chinese, ..." in three places in the BI data\export_descr_buildings.txt. is that intentional or accident? I figured only one mention would be nessessary and removed the extras. I don't know if that possibly was a mistake.

- In step 11 you say "We need to change *all* of these in the same manner as with the cities", does that mean editing them in export_descr_buildings.txt too, because I don't see where the buildings are mentioned bound to culture in that file. Or do you mean that if one changes the name from for example cesspit to goopit that one has to edit THAT in the txt?

- Are steps 12 through 15 "Must do's" or just guidelines for further modding that don't nessessarily have to be implemented?

- One of the most important questions: Should the game be able to run between each of the steps in your guide? Because that would be a great debugging tool if I knew that, or after what steps the game can be started or not.

Thanks!