Colonial Settlers

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Author: Life is Comedy

Last revision: 18 Mar, 2024 at 20:22 UTC

File size: 9.72 KB

On Steam Workshop

Description:

V.?.1
Adds an event to create some primary culture & religion pops in an unincorporated state.

NOT SAVE GAME COMPATIBLE, at least not this version

I have had many games where newly conquered territory took quite a while to have some first settlers to arrive. This is especially "frustrating" as more and more mechanics needs some pops present to work.
– migration
– culture conversion
– religious conversion
All need some "right" pops present to actually trully work.
This mods enable to fire a decision that will create some small population (5*100) in any state without primary culture pops present. Thoose created pops will be of a RANDOM primary culture of the country and of the primary religion of the country.

Is it save game compatible ?
=> Sadly no. I needed to add a dummy culture to make it work for any culture. I could use an almost unused culture like "sorbian" but then it would not allow…

Is it compatible with X mod ?
=> Yes. It should. The only incompatibility is this added dummy culture. But the name is choosen appropriatly that it should not pose any problems.

Why do you have "alpha" written on your mod files?
=> This is the first mod I finally publish for V3. I have some more ideas but this was a test one to enable many more

PLEASE UPDATE!
=> No. IRL I do almost never live where I have my "gaming PC". Unless you want to buy me a flight ticket + leave permit, this will not change. Still, as far as I know Paradox coding, unless cultures get completly revamped, it should be compatible (but with uggly dot… Arghhh!)