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Keitaro_Ura

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Nov 5, 2015
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Culture and Faith Granularity is a mod focusing on improving the granularity of the cultures and faiths on the map.
Instantaneous conversion of county cultures and faiths that made the previous ones disappear never sat right with me, so I decided to make this mod.


Mod Features
  • Any number of faiths and cultures at province level, displayed in the county view. (for now they are represented in increments of 5%)
  • 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.
  • Per Province Faith and Culture Tension system, replacing the basic county opinion from cultures and faith.

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.


Compatibility

This mod tries to be as compatible as possible.
However, due to the way modding is handled in this game, other mods might need to be modified to allow compatibility.
This mod 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.


Planned Features
  • More ways to decrease tensions locally, such as special province laws/edicts.
  • Concillor sends a message if their current conversion/promotion task would take too much time, offering a redirection of their task somewhere productive in the realm, with options to ignore or automate.
  • Natural culture/faith changes within counties
  • Clergy demands and interference


I hope you enjoy this mod !

Thanks to the Mod Co-op and the Paradox Modding Wiki for their help.

P.S. : I started working on this mod a few days before the Black Forge Jam announcement. If the minorities functionality ever makes it into the game, I plan to adapt my mod to it.
 
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i tried your mod and i like it a lot. But it has a few issues i like to point out as positive criticism. And in the hope you can improve the mod

The game does everything on county level, and your mod does it's thing on barony level. So it makes converting non-standard counties impossible.

To reproduce the problem do the following:

Start game as Haestein,
Get a 100stat steward and make him your friend (console)
varagnian adventure for corsica and settle there. Make the mine barony Iglesias your capital and start converting culture
Kill any rivals through console, stay alive as long as possible
wait while the game runs on 5 speed
after 5% the mod sends a popup that the 'majority of the population is converted' ... 5% isn't a majority (this is not the main issue btw)
check cagliari ... it's still at 0% Norse while Iglesias, your capital is at 5%

keep on waiting till after a few decades there are no more sardinians in your capital. 100% Norse
check the culture map: no Norse
check cagliari: no norse
try to convert the county: you can't since it thinks it's norse, but it isn't

Hope you can fix this :)