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Maal

Society Master
118 Badges
Nov 10, 2013
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Cultural Bonuses

Steam workshop

Always found it sad that cultures in CKII were doing nothing beside a few spread gimmicks like raiding or blinding... So i decided to make my own bonuses! Each cultures get 5 "points" and picks from various bonuses, i can split them in halves (to have 2 little ones for the price of a bigger one) or take a negative one to add another positive.

The values are fairly small, 10% local tax, +20% more galleys... i try to aim for around 1-2 level of techs for them. There is probably balance issues and many non-historical bonuses as i used EU4 ideas for the first round. I plan to revise them slowly to be more historical. The bonuses are tied to either the characters, holdings or capital culture (can be more than 1).

Here's the current bonuses

And some screenshots.
sAvKxa7.jpg

uSVj4EU.jpg

vOLF2kg.jpg

2BypHdT.jpg

A3M0ha1.jpg
It should be save compatible and work fine with every mods that doesn't add modifiers to specific cultures or touch the static modifiers. With a mod that add new cultures, the new ones won't have bonuses unless they are renamed default cultures. If there is a popular incompatible mod and i get a lot of request, i may make a patch for it. But I'm not that knowledgeable on Game of Thrones or other big fantasy world and considering HIP go for historical accuracy I'll wait till i get the current versions is better.

Right now it's Vanilla, CK2+, Ibn Battuta's Legacy, HIP+without swmh and HIP+swmh ready. Vanilla is ready to play but for the others like CK2+, inside the zip file there is a folder and ".mod" file for each of them, simply drag those related to the mod you want in /Mod (where the zip is) and don't activate both the patched version and the original Cultural Bonus in the launcher, only one is needed.

A lot of the cultures are still based on EUIV and are not that accurate specially for this time period so I'll eventually change them some more. If anyone have any ideas for more historical bonus (alongside some malus, so few of them right now) for some cultures they are welcome to share.

Changelog
1.0
-Initial version.
1.01
-Fixed finnish reinforcement.
1.02
-Buffed retinue size from 5% to 20% per holding to match techs.
-Buffed siege bonuses from 10% to 20% to match techs.
1.03
-Fixed Hungarian and Persian brackets.
1.1
-Croatians have more trade income but lower tradevalue.
-Romans no longer have extra levy but get extra retinue.
-Germans lost their 4 general opinion bonus in exchange for 15%+15% Heavy infantry and Pikeman offence.

Testing some Serbians and Scots revolt changes. Their provinces all get +1% revolt but rulers and councilors of their cultures give -0.5% revolt. Councilors % don't stacks with each others, rulers stacks the further down the vassal chain. For example a independant count get -0.5%. A count under an independant duke get -1% while the duke get 0.5% and so on.

-Added HIP + EMF (non SWMH) version.
-CK2+ Sosso, Beja and Songhai bonus added.
1.2
-Visigoths: Added infantry power/prestige/culture opinion, but lowered tradepower/retinue/taxes.
-Dutchs: Lost their religion opinion/siege speed (Sappers weren't a thing) and got more ship/economic tech.
-Frisians: Got the same changes as Dutchs but also traded building time for trade income.
-Pecheneg/coman: Lost military tech and levy reinforcement, but gained culture tech and better clan opinion.
-Polish: Less culture/religion opinion, more units bonuses and replaced extra levy with extra retinue.
-HORSE: 100%+100% morale/def/off for light/heavy/archer cavalry, -50%+-50% m/d/o for all footmen units.
-Halved all tradevalue modifiers to be more in lines with the others in tech.

-Added SWMH version
1.3
-Added Ibn Battuta's Legacy version
-SWMH Yemeni and Hijazi added.

1.3.1
-Tamils: Replaced Prestige with Ships
-All Altaics: Nomads bonuses are now character-based and shows on the tooltip
-Halved EMF / SWMH retinue quantity bonuses due their buildings

1.3.2
-Overhaul of the Catalans, Occitans, Levantines,
-Small changes to the Frenchs, Englishs, Normans, Persians and Andalusians
-Testing extra supply limits for the Irishs, Ethiopians, Sogdians and Mandens for now. More planned for later.

1.3.3
-EMF update.

1.4
-Reaper's Due update.
-Gave diseases resistance to Lombards, Basques and Polishes while Aztecs get a weakness.
-Major changes to Picts, Icelandics, Welsh, Corninsh, Cumbrics and Bretons.
-Major nerf/fix to retinue quantities as they were not calculated as i expected.
-Various standardisation of bonuses such as Church Opinion and Building Time.
-Doubled the 1 trade post gold bonus, as the normal 1 tax income also worked on trade post and overshadowed the bonus.

1.4.1
-HIP update.

1.4.2
-CK2plus update.
-Ibn Battuta's Legacy update.

1.5
-Monks and Mystics update.
-CK2plus M&M update.
-Added proper localisation file.
-Frenchs: Added extra demesne but less vassal levy. The decentralized heart of feudalism.
-Normans: Changed their troops bonus to heavy armored units and improved their ship and cultural flexibility.
-Finns: Buildings bonuses from EUIV didn't make sense for that time period.
-Modified Goths, Vandals, Bulgars, Alans, Suebis, Frisians, Dutchs, Saxons and Lombards bonuses to add supply limit.

1.6
-Jade Dragon update.
-Added Nepali, Bödpa, Tangut, Zhangzhung, Sumpa, Han and Saka.
-Councilors shouldn't give reduced revolt risk unless that culture has a baseline extra revolt risk.

1.6.1
- CK2plus for Jade Dragon
- SWMH for Jade Dragon
- Added to CK2plus: Grecopersian, Pontic, Jurgen, Yugoslavian, Israeli, Nepali, Bödpa, Tangut, Zhangzhung, Sumpa, Han and Saka.
- Added to vanilla: Jurgen, Cat, Bear.
- Added to SWMH (+EMF): Nepali, Bödpa, Tangut, Zhangzhung, Sumpa, Han and Saka.
- Added to EMF (-SWMH): Nepali, Bödpa, Tangut, Zhangzhung, Sumpa, Han, Saka, Outremer, Neapolitan.
- Re-added the revolt risk, it was needed for it to appear on the tooltip...

1.6.2
- Added Daju, Hausa and Kanuri to CK2plus' version.

1.6.3
- Fixed the latin culture for CK2plus as it fixed the latin culture group and latin the culture shared the same name.

1.7
- Holy Fury Compatibility
- Copied over Sonikei, Songhay, Zaghawa, Hausa, Kanuri, Daju, Bosnian, Carantanian, Crimean Gothic, Coptic, Dalmatian and Outremer. From my HIP and CK2plus versions.
- Created bonuses for Meshchera.
- Remade the Horse, Cat and Bear bonuses. Added Duck, Hedgehog, Elephant, Dog and Dragon bonuses.
- Changed some of the Italian trade value multiplier into a flat trading income.
- Changed the Georgian focus from building to military.

1.7.1
- Added Albanian.
- Gave elephants bonuses to elephant units.

1.7.2
- Made Carantanian appear properly.

1.7.3
- Halved the retinue size bonus.
- Fixed the coptic army morale bonus being too big.

1.7.4
- Soninke characters will have a 2.5% bonuses to light cavalry instead of 25%, like Soninke provinces.

1.8
- Iron Century update + Golden1 HIP.
 

Attachments

  • Culturalbonuses.rar
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This replaces names and titles.

For example, the Kaiser is now called Emperor.

The tribal Irish are now considered 'Kings'

You'll have to add the modifiers to the original file.
 
Last edited:
Hmm, could you post a list of what you added to each culture?
 
This replaces names and titles.

For example, the Kaiser is now called Emperor.

The tribal Irish are now considered 'Kings'

You'll have to add the modifiers to the original file.

Not sure what your issue is. In my screenshots in the first post the HRE emperor is called Kaiser, and Irish dukes are called kings in the default files. I just tested both with only the mod activated and with CK2+ along its version (which keep kaiser but make Irish dukes dukes) and both work fine as i only touch the default_culture_modifier and add character_modifiers to the 00_cultures file which should be compatible with mostly everything (unless it also affect the static_modifiers). What mods do you use?

Hmm, could you post a list of what you added to each culture?
Here's a cut from the code, i don't really plan to maintain a well formatted list till I'm satisfied with most of them. Those with a # at the begin are ignored, those with a # at the end count as both a character and holding bonus.
north_germanic = {
norse = {
modifier = Norse
character_modifier = {
heavy_infantry_offensive = 0.05#
heavy_infantry_defensive = 0.05#
light_infantry_offensive = 0.05#
light_infantry_defensive = 0.05#
archers_offensive = 0.05#
archers_defensive = 0.05#
levy_reinforce_rate = 0.05#
levy_size = 0.1
land_morale = 0.05#
add_prestige_modifier = 0.1
}
}
swedish = {
modifier = Swedish
character_modifier = {
heavy_infantry_offensive = 0.05#
heavy_infantry_defensive = 0.05#
light_infantry_offensive = 0.05#
light_infantry_defensive = 0.05#
pikemen_offensive = 0.05#
pikemen_defensive = 0.05#
levy_reinforce_rate = 0.05#
retinue_maintenence_cost = -0.1#
tax_income = 1
short_reign_length = -2
}
}
norwegian = {
modifier = Norwegian
character_modifier = {
galleys_perc = 0.2
add_prestige_modifier = 0.1
tax_income = 1
trade_route_value = 1
land_morale = 0.05##viking heritage
}
}
danish = {
modifier = Danish
character_modifier = {
levy_reinforce_rate = 0.05#
short_reign_length = -2
local_tax_modifier = 0.1
local_revolt_risk = -0.01
galleys_perc = 0.2
church_opinion = 6#
add_piety_modifier = -0.1 #nerf
}
}
}

central_germanic = {
german = {
modifier = German
character_modifier = {
local_revolt_risk = -0.01
add_prestige_modifier = 0.1
tax_income = 1
tech_growth_modifier = 0.05
general_opinion = 4
retinuesize_perc = 0.2
religion_flex = 0.1 #Negative, League war & stuff
}
}
lombard = {
modifier = Lombard
character_modifier = {
global_tradevalue_mult = 0.3
add_prestige_modifier = 0.1
local_build_time_modifier = -0.1#
tech_growth_modifier = 0.05
retinuesize_perc = 0.2
}
}
old_frankish = {
modifier = Frankish
character_modifier = {
local_revolt_risk = -0.01
short_reign_length = -1 #half
add_prestige_modifier = 0.05 #half
land_morale = 0.05#
tech_growth_modifier = 0.05
levy_reinforce_rate = 0.05#
# local_build_cost_modifier = -0.1
}
}
suebi = {
modifier = Suebi
character_modifier = {
heavy_infantry_offensive = 0.05#
heavy_infantry_defensive = 0.05#
light_infantry_offensive = 0.05#
light_infantry_defensive = 0.05#
archers_offensive = 0.05#
archers_defensive = 0.05#
local_tax_modifier = 0.1
fort_level = 0.5
land_morale = 0.05#
galleys_perc = 0.2
}
}
}

west_germanic = {
english = {
modifier = English
character_modifier = {
galleys_perc = 0.2
land_morale = 0.05#
local_tax_modifier = 0.05 #half
global_tax_modifier = 0.025 #half
global_tradevalue_mult = 0.3
local_revolt_risk = -0.01
}
}
saxon = {
modifier = Anglo-Saxon
character_modifier = {
local_build_time_modifier = -0.05#
galleys_perc = 0.1 #half
local_tax_modifier = 0.1
land_morale = 0.05#
religion_flex = -0.1
add_prestige_modifier = 0.05 #half
}
}
old_saxon = {
modifier = Saxon
character_modifier = {
local_build_time_modifier = -0.05#
general_opinion = 2 #half
local_tax_modifier = 0.1
tax_income = 1
religion_flex = -0.1
add_prestige_modifier = 0.05 #half
}
}
frisian = {
modifier = Frisian
character_modifier = {
heavy_infantry_offensive = 0.05#
heavy_infantry_defensive = 0.05#
archers_offensive = 0.05#
archers_defensive = 0.05#
pikemen_offensive = 0.05#
pikemen_defensive = 0.05#
local_build_time_modifier = -0.1#
religion_flex = -0.1
siege_speed = 0.2
global_tradevalue_mult = 0.3
# galleys_perc = 0.2
}
}
dutch = {
modifier = Dutch
character_modifier = {
heavy_infantry_offensive = 0.05#
heavy_infantry_defensive = 0.05#
archers_offensive = 0.05#
archers_defensive = 0.05#
pikemen_offensive = 0.05#
pikemen_defensive = 0.05#
local_build_time_modifier = -0.1#
religion_flex = -0.1
siege_speed = 0.2
global_tradevalue_mult = 0.3
# galleys_perc = 0.2
}
}
}

latin = {
frankish = {
modifier = French
character_modifier = {
land_morale = 0.05#
local_tax_modifier = 0.1
tech_growth_modifier = 0.05
religion_flex = -0.1
castle_vassal_tax_modifier = 0.03
}
}
norman = {
modifier = Norman
character_modifier = {
heavy_infantry_offensive = 0.05#
heavy_infantry_defensive = 0.05#
light_infantry_offensive = 0.05#
light_infantry_defensive = 0.05#
archers_offensive = 0.05#
archers_defensive = 0.05#
land_morale = 0.05#
levy_size = 0.1
religion_flex = -0.1
tax_income = 1
}
seafarer = yes
}
italian = {
modifier = Italian
character_modifier = {
heavy_infantry_offensive = 0.075#
heavy_infantry_defensive = 0.075#
pikemen_offensive = 0.075#
pikemen_defensive = 0.075#
global_tradevalue_mult = 0.3
local_tax_modifier = 0.1
add_prestige_modifier = 0.1
levy_reinforce_rate = 0.05#
}
}
occitan = {
modifier = Occitan
character_modifier = {
land_morale = 0.05#
short_reign_length = -2
local_revolt_risk = -0.01
fort_level = 0.5
tax_income = 1
# add_prestige_modifier = 0
}
}
roman = {
modifier = Roman
character_modifier = {
# light_cavalry_offensive = 0.1
# light_cavalry_defensive = 0.1
# heavy_infantry_offensive = 0.1
# heavy_infantry_defensive = 0.1
# archers_offensive = 0.1
# archers_defensive = 0.1
land_morale = 0.05#
short_reign_length = -2
local_revolt_risk = -0.01
levy_size = 0.1
tax_income = 1
# levy_reinforce_rate = 0.1
# local_tax_modifier = 0.1
}
}
}

iberian = {
basque = {
modifier = Basque
character_modifier = {
retinuesize_perc = 0.2
tax_income = 1
tech_growth_modifier = 0.05
trade_route_value = 0.5 #half
fort_level = 0.5
global_tradevalue_mult = 0.15 #half
}
}
castillan = {
modifier = Castillan
character_modifier = {
light_cavalry_offensive = 0.1#
light_cavalry_defensive = 0.1#
light_infantry_defensive = 0.05#
archers_defensive = 0.05#
land_morale = 0.05#
global_tradevalue_mult = 0.15 #half
global_tax_modifier = 0.025 #half
church_opinion = 6#
add_prestige_modifier = 0.1
}
}
catalan = {
modifier = Catalan
character_modifier = {
local_revolt_risk = -0.01
levy_reinforce_rate = 0.05#
land_morale = 0.05#
tax_income = 1
trade_route_value = 1
}
}
portuguese = {
modifier = Portuguese
character_modifier = {
trade_route_value = 1
global_tradevalue_mult = 0.3
tax_income = 1
local_build_cost_modifier = -0.05#
global_tax_modifier = 0.05
}
}
visigothic = {
modifier = Visigothic
character_modifier = {
fertility = 0.1
retinuesize_perc = 0.2
global_tradevalue_mult = 0.3
fort_level = 0.5
local_tax_modifier = 0.1
}
}
}

byzantine = {
armenian = {
modifier = Armenian
character_modifier = {
land_organisation = 0.05#
local_build_cost_modifier = -0.05#
local_tax_modifier = 0.1
tax_income = 1
max_attrition = 0.05
}
}
greek = {
modifier = Greek
character_modifier = {
church_opinion = 3##half
retinuesize_perc = 0.2
local_tax_modifier = 0.1
add_prestige_modifier = 0.1
global_tradevalue_mult = 0.15 #half
levy_reinforce_rate = 0.05##half
}
}
alan = {
modifier = Alan
character_modifier = {
light_cavalry_offensive = 0.05#
light_cavalry_defensive = 0.05#
knights_offensive = 0.05#
knights_defensive = 0.05#
horse_archers_offensive = 0.05#
horse_archers_defensive = 0.05#
global_tradevalue_mult = 0.3
add_prestige_modifier = 0.1
religion_flex = -0.1
land_morale = 0.05#
}
}
georgian = {
modifier = Georgian
character_modifier = {
local_build_cost_modifier = -0.05#
general_opinion = 4
castle_vassal_tax_modifier = 0.03
levy_reinforce_rate = 0.05#
retinue_maintenence_cost = -0.1
}
}
}

celtic = {
irish = {
modifier = Irish
character_modifier = {
trade_route_value = 1
max_attrition = 0.05
local_revolt_risk = -0.01
local_tax_modifier = 0.1
church_opinion = 6#
}
}
scottish = {
modifier = Scottish
character_modifier = {
levy_size = 0.1
levy_reinforce_rate = 0.05#
local_revolt_risk = -0.01
local_tax_modifier = 0.1
short_reign_length = -2
}
}
pictish = {
modifier = Pictish
character_modifier = {
levy_size = 0.1
levy_reinforce_rate = 0.05#
local_revolt_risk = -0.01
local_tax_modifier = 0.1
short_reign_length = -2
}
}
welsh = {
modifier = Welsh
character_modifier = {
land_morale = 0.05#
max_attrition = 0.05
short_reign_length = -2
local_revolt_risk = -0.005 #half
tax_income = 0.5 #half
levy_size = 0.1
}
}
breton = {

modifier = Breton
character_modifier = {
local_revolt_risk = -0.01
fort_level = 0.5
church_opinion = 6#
galleys_perc = 0.2
add_prestige_modifier = 0.1
}
}
}

finno_ugric = {
finnish = {
modifier = Finnish
character_modifier = {
local_tax_modifier = 0.05 #half
tax_income = 0.5 #half
fort_level = 0.5
local_build_cost_modifier = -0.05#
local_build_time_modifier = -0.1#
max_attrition = 0.05
land_morale = 0.05#
levy_reinforce_rate = -0.05##world's punching bag
}
}
lappish = {
modifier = Sami
character_modifier = {
levy_size = 0.1
religion_flex = -0.1
max_attrition = 0.05
local_tax_modifier = 0.1
church_opinion = 6#
}
}
ugricbaltic = {
modifier = Estonian
character_modifier = {
land_organisation = 0.05#
retinue_maintenence_cost = -0.05##half
local_revolt_risk = -0.01
retinuesize_perc = 0.1 #half
global_tradevalue_mult = 0.15 #half
trade_route_value = 0.5 #half
tax_income = 1
}
}
komi = {
modifier = Komi
character_modifier = {
religion_flex = -0.1
add_prestige_modifier = 0.1
local_revolt_risk = -0.01
fort_level = 0.5
levy_size = 0.1
}
}
khanty = {
modifier = Khanty
character_modifier = {
max_attrition = 0.05
tax_income = 1
fort_level = 0.5
levy_size = 0.1
levy_reinforce_rate = 0.05#
}
}
samoyed = { # AKA Nenets
modifier = Samoyed
character_modifier = {
max_attrition = 0.05
tax_income = 1
fort_level = 0.5
levy_size = 0.1
levy_reinforce_rate = 0.05#
}
}
mordvin = {
modifier = Mordvin
character_modifier = {
local_build_cost_modifier = -0.05#
fort_level = 0.5
local_build_time_modifier = -0.1#
local_tax_modifier = 0.1
culture_flex = -0.1
}
}
}

baltic = {
lettigallish = {
modifier = Lettigallish
character_modifier = {
light_cavalry_offensive = 0.075##half
light_cavalry_defensive = 0.075##half
levy_reinforce_rate = 0.05 #half
religion_flex = -0.1
local_tax_modifier = 0.1
tax_income = 0.5 #half
local_revolt_risk = -0.01
tech_growth_modifier = 0.025 #half
}
}
lithuanian = {
modifier = Lithuanian
character_modifier = {
light_cavalry_offensive = 0.075##half
light_cavalry_defensive = 0.075##half
levy_reinforce_rate = 0.05 #half
religion_flex = -0.1
local_tax_modifier = 0.1
tax_income = 0.5 #half
local_revolt_risk = -0.01
tech_growth_modifier = 0.025 #half
}
}
prussian = {
modifier = Prussian
character_modifier = {
pikemen_offensive = 0.025#
pikemen_defensive = 0.025#
light_cavalry_offensive = 0.025#
light_cavalry_defensive = 0.025#
knights_offensive = 0.025#
knights_defensive = 0.025#
heavy_infantry_offensive = 0.075#
heavy_infantry_defensive = 0.075#
light_infantry_offensive = 0.075#
light_infantry_defensive = 0.075#
archers_offensive = 0.075#
archers_defensive = 0.075#
local_tax_modifier = 0.1
land_morale = 0.05#
levy_reinforce_rate = 0.05#
}
}
}

altaic = {
turkish = { # Oghuz Turkish
modifier = Turkish
character_modifier = {
light_cavalry_offensive = 0.075##half
light_cavalry_defensive = 0##half
horse_archers_offensive = 0.075##half
horse_archers_defensive = 0##half
religion_flex = -0.1
culture_flex = -0.1
levy_reinforce_rate = 0.05##feudal
levy_size = 0.1 #feudal
local_tax_modifier = 0.05 #half #feudal
}
}
pecheneg = { # Oghuz Turkish
modifier = Pecheneg
character_modifier = {
light_cavalry_offensive = 0.075#
light_cavalry_defensive = 0.075#
horse_archers_offensive = 0.075#
horse_archers_defensive = 0.075#
levy_reinforce_rate = 0.05# #feudal
levy_size = 0.1 #feudal
local_revolt_risk = -0.01
tech_growth_modifier_military = 0.1 #filler
}
}
cuman = { # Kipchak Turkish
modifier = Cuman
character_modifier = {
light_cavalry_offensive = 0.075#
light_cavalry_defensive = 0.075#
horse_archers_offensive = 0.075#
horse_archers_defensive = 0.075#
levy_reinforce_rate = 0.05# #feudal
levy_size = 0.1 #feudal
local_revolt_risk = -0.01
tech_growth_modifier_military = 0.1 #filler
}
}
khazar = { # Oghur Turkish
modifier = Khazar
character_modifier = {
light_cavalry_offensive = 0.05##half
light_cavalry_defensive = 0.025##half
horse_archers_offensive = 0.05##half
horse_archers_defensive = 0.025#half
culture_flex = -0.1
retinuesize_perc = 0.1 #half #feudal
retinue_maintenence_cost = -0.025##half #feudal
add_prestige_modifier = 0.05 #half
short_reign_length = -2
local_tax_modifier = 0.1 #feudal
}
}
bolghar = { # Oghur Turkish
modifier = Bolghar
character_modifier = {
light_cavalry_offensive = 0.075#
light_cavalry_defensive = 0.075#
horse_archers_offensive = 0.075#
horse_archers_defensive = 0.075#
religion_flex = -0.1
levy_size = 0.1 #feudal
land_morale = 0.05#
fort_level = 0.5
}
}
avar = { # Oghur Turkish
modifier = Avar
character_modifier = {
light_cavalry_offensive = 0.05##half
light_cavalry_defensive = 0.025##half
horse_archers_offensive = 0.05##half
horse_archers_defensive = 0.025#half
culture_flex = -0.1
retinuesize_perc = 0.1 #half #feudal
retinue_maintenence_cost = -0.025##half #feudal
add_prestige_modifier = 0.05 #half
short_reign_length = -2
local_tax_modifier = 0.1 #feudal
}
}
karluk = {
modifier = Karluk
character_modifier = {
local_revolt_risk = -0.01
local_tax_modifier = 0.1 #feudal
church_opinion = 6#
land_morale = 0.05#
levy_reinforce_rate = 0.05##feudal
population_growth = 0.05 #nomad
nomad_tax_modifier = 0.1 #nomad
}
}
kirghiz = {
modifier = Kirghiz
character_modifier = {
light_cavalry_offensive = 0.075#
light_cavalry_defensive = 0.075#
horse_archers_offensive = 0.075#
horse_archers_defensive = 0.075#
levy_reinforce_rate = 0.05# #feudal
levy_size = 0.1 #feudal
local_revolt_risk = -0.01
tech_growth_modifier_military = 0.1 #filler
}
}
uyghur = {
modifier = Uyghur
character_modifier = {
local_revolt_risk = -0.01
local_tax_modifier = 0.1 #feudal
church_opinion = 6#
land_morale = 0.05#
levy_reinforce_rate = 0.05##feudal
population_growth = 0.05 #nomad
nomad_tax_modifier = 0.1 #nomad
}
}
mongol = {
modifier = Mongol
character_modifier = {
light_cavalry_offensive = 0.075#
light_cavalry_defensive = 0.075#
horse_archers_offensive = 0.075#
horse_archers_defensive = 0.075#
levy_reinforce_rate = 0.05# #feudal
levy_size = 0.1 #feudal
local_revolt_risk = -0.01
tech_growth_modifier_military = 0.1 #filler
}
}
khitan = {
modifier = Khitan
character_modifier = {
light_cavalry_offensive = 0.075#
light_cavalry_defensive = 0.075#
horse_archers_offensive = 0.075#
horse_archers_defensive = 0.075#
levy_reinforce_rate = 0.05# #feudal
levy_size = 0.1 #feudal
local_revolt_risk = -0.01
tech_growth_modifier_military = 0.1 #filler
}
}
}

arabic = {
bedouin_arabic = {
modifier = Bedouin
character_modifier = {
light_infantry_offensive = 0.05#
light_infantry_defensive = 0.025#
archers_offensive = 0.05#
archers_defensive = 0.025#
camel_cavalry_offensive = 0.075#
camel_cavalry_defensive = 0.075#
global_tradevalue_mult = 0.3
max_attrition = 0.05
church_opinion = 6#
retinue_maintenence_cost = -0.1#
}
}
maghreb_arabic = { # Berber
modifier = Berber
character_modifier = {
pikemen_offensive = 0.05#
pikemen_defensive = 0.05#
light_cavalry_offensive = 0.05#
light_cavalry_defensive = 0.05#
archers_offensive = 0.05#
archers_defensive = 0.05#
galleys_perc = 0.2
max_attrition = 0.05
trade_route_value = 1
global_tradevalue_mult = 0.3
}
# allow_looting = yes #Extra
# seafarer = yes #Extra
# allow_rivermovement = no #Extra
}
levantine_arabic = {
modifier = Levantine
character_modifier = {
levy_reinforce_rate = 0.05#
trade_route_value = 1
local_revolt_risk = -0.01
tax_income = 1
add_prestige_modifier = 0.1
}
}
egyptian_arabic = {
modifier = Egyptian
character_modifier = {
camel_cavalry_offensive = 0.075##half
camel_cavalry_defensive = 0.075##half
tax_income = 1
add_prestige_modifier = 0.1
levy_reinforce_rate = 0.05#
tax_income = 1
global_tradevalue_mult = 0.15 #half
}
}
andalusian_arabic = {
modifier = Andalusian
character_modifier = {
religion_flex = -0.05 #half
local_tax_modifier = 0.1
tech_growth_modifier = 0.05
global_tradevalue_mult = 0.15 #half
local_build_cost_modifier = -0.05#
levy_reinforce_rate = 0.025##half
add_prestige_modifier = 0.05 #half
}
}
}

east_slavic = {
russian = {
modifier = Russian
character_modifier = {
levy_size = 0.15 #extra
levy_reinforce_rate = 0.075 #extra
tax_income = 1
tech_growth_modifier = 0.05
}
}
ilmenian = {
modifier = Ilmenian
character_modifier = {
retinuesize_perc = 0.1 #half
add_prestige_modifier = 0.1
global_tradevalue_mult = 0.15 #half
galleys_perc = 0.2
levy_reinforce_rate = 0.05#
fort_level = 0.5
}
}
severian = {
modifier = Severian
character_modifier = {
heavy_infantry_offensive = 0.05#
heavy_infantry_defensive = 0.05#
light_infantry_offensive = 0.05#
light_infantry_defensive = 0.05#
archers_offensive = 0.05#
archers_defensive = 0.05#
max_attrition = 0.05
short_reign_length = -2
fort_level = 0.25 #half
global_tradevalue_mult = 0.15 #half
local_build_cost_modifier = -0.025 #half
local_build_time_modifier = -0.05 #half
}
}
volhynian = {
modifier = Volhynian
character_modifier = {
local_revolt_risk = -0.01
add_prestige_modifier = 0.1
fort_level = 0.5
tax_income = 0.5 #half
local_tax_modifier = 0.05 #half
land_morale = 0.025 #half
church_opinion = 3##half
}
}
}

west_slavic = {
pommeranian = {
modifier = Wend
character_modifier = {
galleys_perc = 0.2
land_morale = 0.05#
trade_route_value = 1
religion_flex = -0.1
retinue_maintenence_cost = -0.05#
}
}
bohemian = {
modifier = Czech
character_modifier = {
pikemen_offensive = 0.025#
pikemen_defensive = 0.075#
light_cavalry_offensive = 0.025#
light_cavalry_defensive = 0.075#
heavy_infantry_offensive = 0.025#
heavy_infantry_defensive = 0.075#
culture_flex = -0.1
short_reign_length = -2
local_revolt_risk = -0.01
tech_growth_modifier = 0.05
}
}
polish = {
modifier = Polish
character_modifier = {
light_cavalry_offensive = 0.075##half
light_cavalry_defensive = 0.075##half
culture_flex = -0.1
tax_income = 0.5 #half
levy_reinforce_rate = 0.05#
land_morale = 0.05#
religion_flex = -0.1
}
}
}

south_slavic = {
croatian = {
modifier = Croatian
character_modifier = {
light_cavalry_offensive = 0.075#
light_cavalry_defensive = 0.025#
light_infantry_offensive = 0.075#
light_infantry_defensive = 0.025#
archers_offensive = 0.075#
archers_defensive = 0.025#
galleys_perc = 0.2
trade_route_value = 1
local_tax_modifier = 0.1
tech_growth_modifier_economy = 0.1
}
}
serbian = {
modifier = Serbian
character_modifier = {
light_cavalry_offensive = 0.10#
light_cavalry_defensive = 0.10#
light_infantry_offensive = 0.05#
light_infantry_defensive = 0.05#
levy_reinforce_rate = 0.05#
local_revolt_risk = -0.01
tax_income = 1
land_morale = 0.05#
}
}
romanian = {
modifier = Vlach
character_modifier = {
pikemen_offensive = 0.025#
pikemen_defensive = 0.025#
light_cavalry_offensive = 0.05#
light_cavalry_defensive = 0.05#
knights_offensive = 0.05#
knights_defensive = 0.05#
heavy_infantry_offensive = 0.05#
heavy_infantry_defensive = 0.05#
light_infantry_offensive = 0.05#
light_infantry_defensive = 0.05#
archers_offensive = 0.05#
archers_defensive = 0.05#
retinue_maintenence_cost = -0.05#
short_reign_length = -2
levy_reinforce_rate = 0.05#
# church_opinion = 6# #EU4 Romania
}
}
bulgarian = {
modifier = Bulgarian
character_modifier = {
pikemen_offensive = 0.075#
pikemen_defensive = 0.075#
light_cavalry_offensive = 0.075#
light_cavalry_defensive = 0.075#
local_revolt_risk = -0.01
add_prestige_modifier = 0.1
land_morale = 0.05#
short_reign_length = -2
}
}
}

magyar = {
hungarian = {
modifier = Hungarian
character_modifier = {
light_infantry_offensive = 0.05##half
light_infantry_defensive = 0.025##half
horse_archers_offensive = 0.05##half
horse_archers_defensive = 0.025#half
land_organisation = 0.05#
local_revolt_risk = -0.01
levy_reinforce_rate = 0.025##half
local_tax_modifier = 0.05 #half
tax_income = 0.5 #half
religion_flex = -0.1
}
}
}

iranian = {
persian = {
modifier = Persian
character_modifier = {
land_morale = 0.05#
levy_reinforce_rate = 0.05#
tax_income = 1
add_prestige_modifier = 0.025##half
land_organisation = 0.025##half
local_tax_modifier = 0.05 #half
global_tradevalue_mult = 0.15 #half
}
}
sogdian = {
modifier = Sogdian
character_modifier = {
light_infantry_offensive = 0.075#
light_infantry_defensive = 0.075#
horse_archers_offensive = 0.075#
horse_archers_defensive = 0.075#
max_attrition = 0.05
trade_route_value = 1
global_tradevalue_mult = 0.3
fort_level = 0.5
}
}
tocharian = {
modifier = Tocharian
character_modifier = {
local_revolt_risk = -0.01
local_tax_modifier = 0.1
church_opinion = 6#
land_morale = 0.05#
max_attrition = 0.05 #Taklamakan Desert
}
}
kurdish = {
modifier = Kurdish
character_modifier = {
fort_level = 0.5
max_attrition = 0.05
religion_flex = -0.1
levy_reinforce_rate = 0.025##half
retinuesize_perc = 0.2
short_reign_length = -1 #half
}
}
afghan = { # a.k.a. Pashtun
modifier = Afghan
character_modifier = {
light_cavalry_offensive = 0.05#
light_cavalry_defensive = 0.1#
light_infantry_offensive = 0.05#
light_infantry_defensive = 0.1#
fort_level = 0.5
levy_reinforce_rate = 0.05#
short_reign_length = -2
max_attrition = 0.05#
}
}
baloch = {
modifier = Baloch
character_modifier = {
max_attrition = 0.05
land_morale = 0.05#
levy_reinforce_rate = 0.05#
local_tax_modifier = 0.1
levy_size = 0.1
}
}
}

east_african = {
ethiopian = {
modifier = Ethiopian
character_modifier = {
pikemen_offensive = 0.025##half
pikemen_defensive = 0.025##half
light_infantry_offensive = 0.025##half
light_infantry_defensive = 0.025##half
archers_offensive = 0.025##half
archers_defensive = 0.025##half
levy_reinforce_rate = 0.05#
add_prestige_modifier = 0.1
fort_level = 0.5
general_opinion = 2 #half
short_reign_length = -2
}
}
somali = {
modifier = Somali
character_modifier = {
archers_offensive = 0.10#
archers_defensive = 0.05#
light_infantry_offensive = 0.10#
light_infantry_defensive = 0.05#
galleys_perc = 0.2
levy_reinforce_rate = 0.05#
global_tradevalue_mult = 0.3
levy_size = 0.1
}
}
nubian = {
modifier = Nubian
character_modifier = {
light_infantry_offensive = 0.025#
light_infantry_defensive = 0.075#
local_tax_modifier = 0.1
general_opinion = 2 #half
global_tradevalue_mult = 0.15 #half
max_attrition = 0.05
retinue_maintenence_cost = -0.1#
}
}
}

west_african = {
manden = {
modifier = Manden
character_modifier = {
archers_offensive = 0.075#
archers_defensive = 0.075#
light_infantry_offensive = 0.075#
light_infantry_defensive = 0.075#
religion_flex = -0.1
levy_reinforce_rate = 0.05#
tax_income = 1
global_tradevalue_mult = 0.15 #half
castle_vassal_tax_modifier = 0.015 #half
}
}
}

mesoamerican = {
nahuatl = {
modifier = Nahuatl
character_modifier = {
light_infantry_offensive = 0.05#
light_infantry_defensive = 0.1#
archers_offensive = 0.1#
archers_defensive = 0.05#
tech_growth_modifier = 0.05
local_revolt_risk = -0.01
tax_income = 0.5 #half
local_tax_modifier = 0.05 #half
land_morale = 0.05#
}
}
}

israelite = {
ashkenazi = {
modifier = Ashkenazi
character_modifier = {
short_reign_length = -2
local_revolt_risk = -0.01
tax_income = 2 #double
trade_route_value = 1
}
}
sephardi = {
modifier = Sephardi
character_modifier = {
short_reign_length = -2
local_revolt_risk = -0.01
tax_income = 2 #double
trade_route_value = 1
}
}
}

indo_aryan_group = {
bengali = { # Indo-Aryan
modifier = Bengali
character_modifier = {
religion_flex = -0.1
trade_route_value = 1
levy_reinforce_rate = 0.05#
tax_income = 1
local_tax_modifier = 0.05 #half
tech_growth_modifier = 0.025 #half
}
}
oriya = { # Indo-Aryan
modifier = Oriya
character_modifier = {
light_infantry_offensive = 0.05#
light_infantry_defensive = 0.05#
archers_offensive = 0.05#
archers_defensive = 0.05#
war_elephants_offensive = 0.05#
war_elephants_defensive = 0.05#
garrison_size = 0.2
local_tax_modifier = 0.05 #half
tax_income = 1
global_tradevalue_mult = 0.15 #half
galleys_perc = 0.1 #half
short_reign_length = -1 #half
}
}
assamese = { # Indo-Aryan
modifier = Assamese
character_modifier = {
levy_reinforce_rate = 0.025##half
local_revolt_risk = -0.01
local_build_time_modifier = -0.1 #half
fort_level = 0.25 #half
max_attrition = 0.025 #half
land_organisation = 0.05#
local_tax_modifier = 0.05 #half
general_opinion = 2 #half
}
}
hindustani = { # Indo-Aryan
modifier = Hindustani
character_modifier = {
levy_reinforce_rate = 0.025##half
fort_level = 0.25 #half
local_revolt_risk = -0.005 #half
max_attrition = 0.05
religion_flex = -0.1
short_reign_length = -2
local_tax_modifier = 0.05 #half
}
}
gujurati = { # Indo-Aryan
modifier = Gujurati
character_modifier = {
religion_flex = -0.1
trade_route_value = 1
global_tradevalue_mult = 0.30
galleys_perc = 0.2
tech_growth_modifier_economy = 0.1 #filler
}
}
panjabi = { # Indo-Aryan
modifier = Panjabi
character_modifier = {
religion_flex = -0.1
tax_income = 1
global_tradevalue_mult = 0.3
levy_reinforce_rate = 0.05#
land_morale = 0.05#
}
}
rajput = { # Indo-Aryan
modifier = Rajput
character_modifier = {
light_cavalry_offensive = 0.075#
light_cavalry_defensive = 0.075#
knights_offensive = 0.075#
knights_defensive = 0.075#
levy_reinforce_rate = 0.05#
fort_level = 0.5
add_prestige_modifier = 0.1
trade_route_value = 1
}
}
sindhi = { # Indo-Aryan
modifier = Sindhi
character_modifier = {
religion_flex = -0.10
local_revolt_risk = -0.01
local_tax_modifier = 0.05 #half
levy_reinforce_rate = 0.05#
global_tradevalue_mult = 0.3
add_prestige_modifier = 0.05 #half
}
}
marathi = { # Indo-Aryan
modifier = Marathi
character_modifier = {
light_cavalry_offensive = 0.05#
light_cavalry_defensive = 0.05#
knights_offensive = 0.05#
knights_defensive = 0.05#
war_elephants_offensive = 0.05#
war_elephants_defensive = 0.05#
levy_reinforce_rate = 0.05#
fort_level = 0.5
tax_income = 0.5 #half
local_tax_modifier = 0.05 #half
retinuesize_perc = 0.2
}
}
sinhala = { # Indo-Aryans who arrived in Sri Lanka ca 600BC
modifier = Sinhala
character_modifier = {
fort_level = 0.25 #half
global_tradevalue_mult = 0.3
local_tax_modifier = 0.05 #half
add_prestige_modifier = 0.1
tax_income = 1
max_attrition = 0.05
}
}
}

dravidian_group = {
tamil = { # Dravidian - Southern India except Sri Lanka
modifier = Tamil
character_modifier = {
tax_income = 0.5 #half
religion_flex = -0.05 #half
trade_route_value = 1
local_tax_modifier = 0.05 #half
# levy_reinforce_rate = 0.1
short_reign_length = -1 #half
add_prestige_modifier = 0.05 #half
global_tradevalue_mult = 0.3
retinuesize_perc = 0.1 #half
}
}
telugu = { # Dravidian
modifier = Telugu
character_modifier = {
fort_level = 0.5
retinuesize_perc = 0.1 #half
add_prestige_modifier = 0.1
local_tax_modifier = 0.1
# short_reign_length = -2
tax_income = 0.5 #half
global_tradevalue_mult = 0.15 #half
levy_reinforce_rate = 0.025##half
}
}
kannada = { # Dravidian
modifier = Kannada
character_modifier = {
light_cavalry_offensive = 0.075##half
light_cavalry_defensive = 0.075##half
religion_flex = -0.15 #extra
global_tradevalue_mult = 0.3
add_prestige_modifier = 0.1
retinuesize_perc = 0.2
}
}
}
 
  • 1
Reactions:
You are welcome Forwe.

And... New version uploaded.
Bunch of changes
Croatians have more trade income but lower tradevalue.
Romans no longer have extra levy but get extra retinue.
Germans lost their 4 general opinion bonus in exchange for 15%+15% Heavy infantry and Pikeman offence.

Testing some Serbians and Scots revolt changes. Their provinces all get +1% revolt but rulers and councilors of their cultures give -0.5% revolt. Councilors % don't stacks with each others, rulers stacks the further down the vassal chain. For example a independant count get -0.5%. A count under an independant duke get -1% while the duke get 0.5% and so on.

Added HIP + EMF (non SWMH) version.
CK2+ Sosso, Beja and Songhai bonus added.

Links update in the OP in a minute.
 
Yeah, it was my bad on my part to report an error with out checking, i was busy :)

Good mod tho, i'm using it in my little mod pack that me and my friends play on multiplayer.
 
@Maal, Thanks for the mod. After modding out the non vanilla cultures, I'm currently using with my personal mod.
 
@Maal, Thanks for the mod. After modding out the non vanilla cultures, I'm currently using with my personal mod.

There is a vanilla version, not sure why you needed to mod stuff out, eitherways you are welcome. In the root file of the zip if you direct downloaded there is both vanilla the file named "Culturalbonuses" and the "Culturalbonuses.mod". Inside of the file called Culturalbonuses, there is the files and .mod for the optional patched version.

And aside from that, i've neglected this post, will update the links to reflect that swmh version is out too.
 
Last edited:
Caoi- answered in your SWMH post

Blckdrgn- I'm ready to make a version of my mod for mostly any overhaul that request it and add the patch to the others. Played warcrafts for years and was a lore nerd, would enjoy doing it probably.
 
This thread badly need some updating. My mod is now working with both vanilla and CK2+ M&M. Change logs and download links updated in the first post.
 
Direct Download link says the file has been taken down.
Woops, I recently updated it for CK2Plus and didn't replace the file here, will do it in a minute.

I LOVE THIS. I can't believe I never noticed this mod before.

Would you allow me to incorporate this into Ancient Religions Reborn once you feel the balance is really nailed down?
Thanks. I'm not really "balancing it" much. When I feel like modding I add stuff to my society and I'm not really working on it much, mostly only keeping it working and updated for the big overhauls.

But Paradox recently added a new #comments to the 00_culture file which confuse me and that will probably make me change my files set-up a bit. Right now, in my cultures files I'm referencing a modifier in Static_Modifier and add another modifier as character_modifier. But the new comment say to reference them (modifier and character_modifier) to modifiers in static_modifier. I'll need to do some testing as I hate having to rely on Static_modifier, that file is STATIC. It will not merge or anything, only one will be activated so It is a compatibility mess.

So until I figure that out (not soon, as I'm busy with extra work and a cold) I wouldn't bother working to incorporating it as they are already compatible (outside of 2 ruler designer cultures). I'm not sure at how "compatible" Ancient Religion is aiming for but adding a static_modifier file would hurt it.

I can make an extra patched version for the 2 new cultures if you want, should take 10 minutes (or maybe more, up to how I can stop myself from adding stupid Asterix level bonuses to Gauls).
 
Thanks! That would be really cool.

I wasn't aware of the issues with static_modifiers. I generally try to minimize the impact of ARR on vanilla files to improve compatibility and make updating for new versions of CK2 easier.

Let me know how it goes with your experiments. I hope you figure out something better.
 
Great mod. Honestly I love it. If i wanted to change a value of one bonus, where do i have to edit to see an effect in game?
When I edited the russian levy bonus from .15 to .2 (make it a tad more unique compared to other cults with levy bonus) I went into just the common folder and changed the areas under east slavic russian in the culture and the static modifier files, but every time that occurs nothing happens. I then deleted the folders for compatability with the other mods, and the bonuses disappeared completely.
Only other mod I'm running is your personal castle.
Do I have to edit every single instance of the bonus levy size under russian bonuses in every single mod compatability folder to get this to work?
 
Great mod. Honestly I love it. If i wanted to change a value of one bonus, where do i have to edit to see an effect in game?
When I edited the russian levy bonus from .15 to .2 (make it a tad more unique compared to other cults with levy bonus) I went into just the common folder and changed the areas under east slavic russian in the culture and the static modifier files, but every time that occurs nothing happens. I then deleted the folders for compatability with the other mods, and the bonuses disappeared completely.
Only other mod I'm running is your personal castle.
Do I have to edit every single instance of the bonus levy size under russian bonuses in every single mod compatability folder to get this to work?

Sorry for the wait, I'm not really into Ckii right now so I don't check often. You shouldn't use more than one folder, the compatibility ones don't do anything as they are by default so deleting them isn't supposed to break the mod...
Do your russian codes look like this?:
vanilla_cultures_bonuses.txt
Code:
    russian = {
        modifier = Russian_culture_modifier
        character_modifier = {
    levy_size = 0.2 #extra
    levy_reinforce_rate = 0.075 #extra
    tax_income = 1
    tech_growth_modifier = 0.05
        }
    }
static_modifiers.txt
Code:
Russian_culture_modifier = {
   levy_size = 0.2 #extra
   levy_reinforce_rate = 0.075 #extra
   tax_income = 1
   tech_growth_modifier = 0.05
}

If all these are right, then I don't know... Maybe it conflict with the castle mod (I'll check later) or maybe the mod didn't activate in game fast enough and you tough it was broken. (It happen sometime, it can take a few months)