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Rifal

Banned
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Nov 30, 2010
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So, I have this thing I want to do where I reform the Kingdom of Sarnor and drive out the Dothraki, however with cultural convertion non existant in this mod this quickly becomes a problem as there is no way to get rid of the Dothraki culture from the provinces even if I give them to a character of Sarnori culture. I dont want my great reforged kingdom populated by dothraki living in tents.

Also I feel that the Major Sarnori cities:
Gornath by the Lake
Hornoth

Kasath
, City of Caravans
Kyth

Mardosh
the Unconquerable, City of Soldiers
Rathylar

Saath
, the only surviving city
Sallosh
by the Silver Shore, City of Scholars
Sarnath
of the Tall Towers
Sarys

Sathar
, the Waterfall City

They need some kind of rebuilding function as having a capital that is a single caste slot is just unacceptable.


 
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Agreed. But it should cost a lot and take time.
 
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When you colonise Dothraki grassland it stays dothraki instead of turning to the culture of the colonizer.
 
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Hmm, I had a feeling that was the case...it should really change; in a situation like this, you're settling an area that has little to no fixed inhabitants, and the Dothraki certainly aren't the sort to settle down after one of their realms gets conquered; they'd have fled the second Sarnor started rebuilding itself (in this scenario)...and this sort of thing has actually happened in-universe; when the Gardener Kings of the Reach conquered the Misty Isles (which up to that point had been full of Ironborn and thus a part of the Iron Islands), he drove out the inhabitants and settled his own men there. Would it be possible to add a line of code to the two colonisation options that makes a province's culture change when you expand into the area? It may sound OP, but remember, building a colony costs a fortune already, so it's not going to be easy...

Hmm...and perhaps there could also be an option (under very specific circumstances) where you have the option to actually banish all people of a culture from a captured province and resettle it with more of your own, but with a massive penalty to levies and troops to represent how manpower has gone down immensely...
 
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So, I have this thing I want to do where I reform the Kingdom of Sarnor and drive out the Dothraki, however with cultural convertion non existant in this mod this quickly becomes a problem as there is no way to get rid of the Dothraki culture from the provinces even if I give them to a character of Sarnori culture. I dont want my great reforged kingdom populated by dothraki living in tents.

Also I feel that the Major Sarnori cities:
Gornath by the Lake
Hornoth
Kasath, City of Caravans
Kyth
Mardosh the Unconquerable, City of Soldiers
Rathylar
Saath, the only surviving city
Sallosh by the Silver Shore, City of Scholars
Sarnath of the Tall Towers
Sarys
Sathar, the Waterfall City

They need some kind of rebuilding function as having a capital that is a single caste slot is just unacceptable.


It's not ideal but short term, open the save with notepad++ and manually change the culture of provinces, you can even increase the number of holdings as well that way.

I do it all the time.
 
So, I have this thing I want to do where I reform the Kingdom of Sarnor and drive out the Dothraki, however with cultural convertion non existant in this mod this quickly becomes a problem as there is no way to get rid of the Dothraki culture from the provinces even if I give them to a character of Sarnori culture. I dont want my great reforged kingdom populated by dothraki living in tents.

Also I feel that the Major Sarnori cities:
Gornath by the Lake
Hornoth
Kasath, City of Caravans
Kyth
Mardosh the Unconquerable, City of Soldiers
Rathylar
Saath, the only surviving city
Sallosh by the Silver Shore, City of Scholars
Sarnath of the Tall Towers
Sarys
Sathar, the Waterfall City

They need some kind of rebuilding function as having a capital that is a single caste slot is just unacceptable.

When a colony is complete the culture and religion should definitely change to your capital's culture/religion. if it doesn't it is a bug, could you perhaps upload a save where you trying to build a colony in Sarnor?

As for your second point, we are adding just such a thing for the next version to go with the nomad mechanics. Each of those places will have a ruined barony with a base value building in them.
 
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Not related to the thread per say, but I've been experiencing issues with this country. I have had two games trying to remake the Kingdom of Sarnor, one at the Bleeding Years bookmark, and the other at the Crowned Dragon bookmark (More bookmark submod), on my first game, at May 24, 8000, my game crashes. On the second one, I crashed again, but forgot which date is was at. Normally, I would assume that the mod itself is the issue, but I have had games as The North, The Iron Islands, North Valyria, and Valyria itself without crashes for many years.
 
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I moved my capital so I could use the "event unoccupied.4 and .5 to speed up the colonisation. I have tried it both with and without the colony being my capital
 
Look in the history folder in the mod folder, heh. There you'll see a list of the counties with a number before each, that is the province ID. So just do event unoccupied.4/5 ### and it'll affect the target province. No need for a capital move.