Information
I have verifed my game files (Steam only)
YesI have disabled all mods
YesI am running the latest game update
YesRequired
Summary
Yearly Cultural Acceptance Change is not yearlyDescription
I have noticed that the Cultural Acceptance Change between two cultures does not happen (other than indicated on the tootip in culture window) yearly. I did some testing and wrote my results in an Excel spreadsheet (attached). For better text economy, I will refer to the timed action of the dynamic cultural acceptance change as "tick". I have noticed a few things/correlations:1) The more cultures there are on the map, the longer it takes for ticks to happen (with 1066 start having four ticks in the year 1067 with 191 cultures present). With 504 cultures, it takes over 900 days between two ticks. I have tested this with a scripted effect described below in "Steps to reproduce"
2) Sometimes, ticks takes longer than the one before
I want to mention that I was not able to replicate data in multiple testing runs under same conditions. The date of tick and the time between ticks varied greatly.
In addition to unmodded, clean & verified vanilla data, the attached spreadsheet contains data from a modlist, too (marked for distinction). For Excel formulas to work, I had to change the dates from eg 1066 to 1966
Steps to reproduce
My exemplary setup:1066 start date as Duke Boudewin of Flanders. Promote Cultural Acceptance with French. Open Culture View and observe yearly change of Cultural Acceptance. Note the date whenever the yearly change happens.
There is an inaccuracy in the dates measured, which is my reaction time between Acceptance Change and me pressing Pause button. In first measuring round with vanilla setup, I have let the game run at speed 4 and substracted 1 day before filling the table.
In measuring round two, with more cultures, I have let the game run at speed 5 and substracted 5 days before filling the excel table. Cultures in run 2 were created via debug object explorer, the first Independent Landed Ruler ran this effects in order before unpausing the game:
every_independent_ruler = {
limit = { exists = capital_county }
create_divergent_culture_with_side_effects_excluding_cost = yes
}
every_independent_ruler = {
limit = { exists = capital_county }
capital_county = { set_county_culture = PREV.culture }
}
Game Version
1.9.2Platform
WindowsAdditional Information
Affected Feature
- Gameplay
Save Game
Other Attachments
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Last edited:
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