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Lofman

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Posting this here since it may be a mod issue, but I have seen regions declare independence with noculture/noreligion in 2.2. Had a CTD when Media (one of my added regions) declared independence, couldn't really see anything since I was Carthage and the game CTD the very same day, so it I assumed there might be something I missed with my added regions.

Well started a game (Parthia in 644) where I could provoke the governors to declare independence, eventually they did, and both Persia & Media was noculture/noreligion. For good measure I provoked the Parthia region to go independent as well and they also had noculture/noreligion and as I had not done anything to them (apart from reducing the number of provinces that make up that region) it does seem like this may still be an issue with the game occasionally failing to give revolting regions culture and religion.

As to how to fix this, it is possible to use the event-based approach, but wondering wether it might not be preferable to actually provide the regional countries with history files with default religion/culture, it does work for Galatia and Cyrenaica; have seen Egyptian Cyrenaica so those default cultures and religions would only become used in those situations it would otherwise be noculture/noreligion.
 
i wonder about your notes - i didn´t noticed it for 2.2 (vanilla and rimp). :eek:
your new regions-defines are complete (countries.txt, history, localisations)?

only some barbarian conquered nations show a ruler with noreligion (if the religion was changed to animism by the conquerers).
 
In my most recent game I've had no problems at all with the noculture/noreligion error. Cyrenaica, Africa, Achaia, Galatia and Magna Graecia have all declared independence at some point with no problems.
 
i wonder about your notes - i didn´t noticed it for 2.2 (vanilla and rimp). :eek:
your new regions-defines are complete (countries.txt, history, localisations)?

only some barbarian conquered nations show a ruler with noreligion (if the religion was changed to animism by the conquerers).

As far as I can tell they have exactly everything all other regions save Galatia and Cyrenaica has (as Galatia and Cyrenaica are the only ones with history files).

In my most recent game I've had no problems at all with the noculture/noreligion error. Cyrenaica, Africa, Achaia, Galatia and Magna Graecia have all declared independence at some point with no problems.

Ran some tests, both on vanilla and my mod, and got the same results, first game started - works fine regardless of wether I had done anything to the regions or not. Resign and start second one - it doesn't work, ie noculture/noreligion for all except Galatia (and Aulerci when the governor of Lugdunensis decided it would be more fun to restore Aulerci) that got Celtic/Druidism. Tested with lategame Rome and early Seleucids (since they have both regions I have changed and regions I haven't touched) in my mod and just lategame Rome in vanilla. To get the governors to declare independence I imprisoned them until they either did or I had to release all that didn't run away or commit suicide, repeat until no more regions or potential governors.
 
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one point i noticed working on RIMP-adaption, is a changed handling of province-histories, if mods working with "extend=" in the .mod-file and rename history-files: it can happen, that a province history will be loaded twice (from vanilla AND from mod) and show a "combined" history in the savegame-file. to check, its senseful to take a look into the logs/setup-file.

i´m afraid, that can be a reason for such problems and instabilities, esp. if the defines are different in culture/religion and for late starting scenarios.
 
one point i noticed working on RIMP-adaption, is a changed handling of province-histories, if mods working with "extend=" in the .mod-file and rename history-files: it can happen, that a province history will be loaded twice (from vanilla AND from mod) and show a "combined" history in the savegame-file. to check, its senseful to take a look into the logs/setup-file.

i´m afraid, that can be a reason for such problems and instabilities, esp. if the defines are different in culture/religion and for late starting scenarios.

I can confirm this, despite that I modded the Seleucia province to be deserted, when the mod loaded it was still there as a huge city controleld by Seleucids. I only managed to solve it by adding a few lines such as owner = XXX in the mod's file in order to make it stop.
 
I can confirm this, despite that I modded the Seleucia province to be deserted, when the mod loaded it was still there as a huge city controleld by Seleucids. I only managed to solve it by adding a few lines such as owner = XXX in the mod's file in order to make it stop.

I have seen this happen with charatcers as well and I think I know why. You must have exact same name as vanilla - upper and lower case included. The latest patch included many character and history files where the names had changed case.

It seems they get added again if the names are not exact.
 
one point i noticed working on RIMP-adaption, is a changed handling of province-histories, if mods working with "extend=" in the .mod-file and rename history-files: it can happen, that a province history will be loaded twice (from vanilla AND from mod) and show a "combined" history in the savegame-file. to check, its senseful to take a look into the logs/setup-file.

This happens in all clauswitz games if you change the name of any province file you want to replace. Ie: If you have changed province number 12 the text file still needs to retain it's original name even if your province has another name. The in-game name is gotten from localization anyway and the content of the textfile can contain anything but the actual filename must be the same if the engine isn't to load both your file and the original.
 
Already knew about that, but didn't know some had changed names, found a few.

Back to topic though, deleted the cache files and tested again (with vanilla), same result as previous. One thing one can look at if one does not want to go all the way of provoking governors (as it may at times take a very large number of governors until someone is willing to declare independence), one could just go to a time when Cyrenaica and Galatia are independent. When they are named Greek Cyrenaica and Celtic Galatia, regional rebellions will get cultures and religions, but when they are just called Cyrenaica and Galatia, then one will suffer from noculture/noreligion.

Checked savegames, and it seems that in a savegame that was started in those circumstances which gives noculture/noreligion, the regional countries such as QRO will not have a line saying what region they should be, while savegames started when everything is fine will have. While the game is fully able to find the appropriate country when the governor declares independence, I assume that the lack of this information for the country will mean the game will not set up culture and religion, but assume that there already is some (such as when a governor declares independence as another country which sometimes happen (as Aulerci in one of the tests, and I've seen Syracuse once)).