Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta






If you get a big empire (i am talking about 40+ regions) you will waste half your campaign using priests and armies to increase local religion because the "local traditions" keep a certain amount of influence in the region even if you have had it for more than 200+ with more christians than muslims (or vice versa). It is really useful specially if you capture territories in northen Africa.
I was thinking that a good way to offset this was for research/traits/imperium/building buffs to lessen the influence of non-state religions factionwide.
Can someone enlighten me?
I mean the load order in the mod manager, it should look like this:
Medieval Kingdoms 1212 AD - Local Traditions Removed
Medieval Kingdoms 1212AD Scripts
All Settlement Walled - Siege Map Replacer
Medieval Kingdoms 1212AD Base Pack - Campaign Alpha
Medieval Kingdoms 1212AD Models Pack 1.v2
Medieval Kingdoms 1212AD Models Pack 2
Medieval Kingdoms 1212AD Models Pack 3
Medieval Kingdoms 1212AD Models Pack 4
Medieval Kingdoms 1212AD Models Pack 5
Medieval Kingdoms 1212AD Models Pack 6
Medieval Kingdoms 1212AD Models Pack 7
Medieval Kingdoms 1212AD Models Pack 8
Medieval Kingdoms 1212AD Music
like the what level or slot?