Crusader Kings III

Crusader Kings III

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[Kei] Culture and Faith Granularity
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Balance, Culture, Gameplay, Religion
Compatible Version: 1.18 'Crane'
文件大小
发表于
更新日期
4.951 MB
2024 年 3 月 30 日 下午 12:43
11 月 14 日 上午 11:43
24 项改动说明 ( 查看 )

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[Kei] Culture and Faith Granularity

描述
Version 2.3.0 - Compatible with 1.18 'Crane'

Always wondered why counties switched faiths and cultures abruptly, without any trace of the previous ones ?
This mod was created in order to improve faiths and cultures granularities, increasing the depth of this facet of the game.

Main Features
Any number of faiths and cultures at province level, displayed in the county view.
Conversions happen progressively at province level, and it becomes very slow to completely convert a province and remove minority faiths/cultures.
• Ability to start councillor tasks directly in the province faiths/cultures view.
• Individual faith and culture map modes, displaying their granularity in the world.

Tension
Each province has a level of faith tension and culture tension, encompassing the population dissatisfaction (regarding their faith and culture) towards the county holder.
• Those tensions will evolve depending on the actions of their lieges (e.g. declaring wars) and progressively drift towards their baseline.
The higher the tensions, the greater the province maluses (decrease in Popular Opinion, Development growth, Holding taxes, Control decline).
• Faith Tension baseline depends on the faiths hostility and doctrines.
• Culture Tension baseline depends on the cultures acceptances and whether or not the county holder can speak the culture language.
• Each realm can change their Tolerance Laws towards different cultures and faiths, with benefits and drawbacks.
• Multicultural realms where tension remain low will gain benefits depending on the cultures it contains.

Multiplayer
The mod should fully work in multiplayer.

County Setup
For now, minority faiths and minority cultures are set at game start from nearby provinces and using holy sites, as I am not a specialist in researching the way the cultures and religions were in history.
Either people can make their custom setup by using the mod scripted effects, or a collaborative historical project can be made to have as much minorities and complexity represented in the game as possible.

For existing savegames: Play the game until the next 1st January, the religious and cultural minorities will setup then.

Planned Features
• More ways to decrease tensions locally, such as special province laws/edicts.
• Longer-distance migrations
• Clergy demands and interference

Compatibility
Compatibility Patch Mods Thread

Fully compatible with my Enhanced County View mod.

This mod tries to be as compatible as possible.

It is not compatible with mods that edit steward or court chapain tasks.
It does not depend on having vanilla faiths/cultures/counties, but uses the vanilla triggers/values for its systems.
It mostly works with Total Conversion Mods if loaded below in the playset, although the systems would need an additional compatibility mod.

Important vanilla files:
gui\window_county_view.gui If this file is replaced by another mod (lower in the playset), the faiths/cultures buttons in the county view won't appear, which are required to see the mod windows.

Other files being replaced would not break the mod main functionality.
More information in the compatibility.txt file in the mod.

Known issues
• Starting a councillor task from the council menu gives less information about the task (modding doesn't allow province level task selection). Starting a task from the new windows should be the preferred way.
• Cultural acceptance promotion task changes will be displayed in "Recent Changes" instead of "Yearly Change" breakdown.
• The faiths and cultures display is unfortunately disabled in observer mode (Issue with scripted guis).

Thanks to the Mod Co-op and the Paradox Modding Wiki for their help.
热门讨论 查看全部(2)
37
11 月 27 日 下午 2:22
Compatibility Patch Mods
Keitaro_Ura
6
1
9 月 3 日 下午 12:52
Regarding historical accuracy.
Solon
369 条留言
TurtleShroom 12 月 4 日 下午 2:34 
Does this Mod work with the RICE Mod? Does it work with the Communion Denominations Mod?
Keitaro_Ura  [作者] 12 月 3 日 上午 7:47 
Hi, thanks for the nice comments!

@Coiingolmo Basically all county conversion effects are replaced with a conversion in percentage for each barony inside of it. It has a base value and a variance depending on the event, decision etc. For the intermezzo endings, it uses the vanilla chance (which is 50% or 75% depending on the ending), and a variance of 25%, which means each barony will have 25 to 75 % (or 50 to 100% for caliphal renewal ending) of its faith converted randomly, trying to keep a few % for minorities if possible.

@NumberOneNoob AI will fully utilize the mechanics, converting their realm counties up to a certain threshold and change tolerance laws, all depending on their personality (zeal, compassion, rationality) and some hardcoded logic. They'll mostly try to keep their realms stable.
NumberOneNoob 12 月 3 日 上午 3:28 
Hi. I love the mod you made it's so cool. May I ask is the AI capable of handling the mechanics introduced in this mod or will the AI have an even harder time keeping their realms stable?
Coiingolmo 11 月 29 日 下午 8:38 
Hi, love the mod. I was wondering if you could clarify how mass faith/culture conversion effects work with this mod. For example, in the Iranian intermezzo endings in vanilla there is a 50 percent chance each county will convert to your faith. Using this mod, it instead converted every county in my realm instantly (about 80% or higher in each barony). Is this working as intended?
Keitaro_Ura  [作者] 11 月 23 日 上午 2:35 
@Ed Balls Hello, I'm not sure what you're referring to. I talked about the Religious Exiles system PDX added last patch, which I've adapted for this mod. Other than that, I don't know.

@BBB Not compatible with Weight of Crown.

@Enad This is odd. I've never changed the way tension modifiers are applied since the first version. The effect always removes previous modifiers before applying the new ones.
Do you see the same modifier applied multiple times on a barony ? Are you using another mod that has a lot more provinces ?
In the last game I've played for around 250 years, the savefile contains around 6k tension modifiers total (culture & faith included).
Enad 11 月 22 日 下午 3:46 
Hey there, absolutely love this mod but Ive identified a pretty massive bug, I think from this new version? I checked my save file and there were over 150k lines of modifiers from this mod being stacked.

kCAFG_province_culture_tension_modifier

kCAFG_province_faith_tension_modifier

kCAFG_province_faith_tension_no_holding_modifier

As mentioned, these appeared over 150k times in the save file. It seems like the mod is applying modifiers every month without removing them internally.

This was causing pretty serious stutters and frame dips on my ~10 year save file. I imagine it would only get worse over time.
BBB 11 月 16 日 下午 2:28 
compatible with weight of crown?
Ed Balls 11 月 14 日 下午 9:34 
Hello, you mentioned that PDX might have included the modding capability for minority cultures to appear from counties where they are not the majority culture, did that get implemented?
Enad 11 月 14 日 下午 8:09 
Thank you for updating! However, it still says it's for version 1.17 in the launcher
Keitaro_Ura  [作者] 11 月 14 日 下午 4:59 
@WasabiiWu Yes, you can unsubscribe from the compatibility mod. At some point I'll remove it from the workshop.

@Codius Thanks!