Culture, Building, & Retinue Tweaks- CleanSlate

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Author: Mr. Kinich

Last revision: 13 Feb, 2023 at 03:54 UTC

File size: 177.15 KB

On Steam Workshop

Description:

A grab-bag of modifications I’ve been using on my own for a while that I decided to release

  • Provinces in India (and potentially other areas of the word depending on game rules) will always use War Elephant Pens instead of the normal culture building, so foreigners in India can use Elephants even if culture conversion has occurred.
  • Indian Cultures get a new cultural building, only available outside the Indian subcontinent; a Rajput in Norway can no longer take his Elephants with him
  • Elephant Retinues recruitable by anyone with land in India; additionally, 2 new Elephant Retinues with a higher ratio of Elephants to non-Elephants are recruitable by Emperors with land in India
  • Provinces in the Middle East (and potentially other areas of the word depending on game rules) will always use Camelry instead of the normal culture building, so foreigners in Arabia can use Camels even if culture conversion has occurred.
  • All Arabs now use the Andalusian cultural building, so an Egyptian in Italy is not robbed of a building slot
  • Andalusian buildings & retinues use camels instead of horse archers so the game does not get confused with desert stables
  • Outremer, Coptic, & Isrealite Cultures have access to desert stables outside the Middle East (and potentially other areas of the word depending on game rules)
  • All desert provinces in the Middle East (and potentially other areas of the word depending on game rules) use desert stables
  • Camelry Retinues recruitable by anyone with land in the Middle East
  • Can offer to buy Elephants from allies in India
  • Can invite minorities from prospering lands to settle depopulated provinces
  • Many changes to culture conversion; that can both speed it up (ex, trade routes) & slow it down (ex, mountains/deserts)
  • Elephants buffed
  • Optional game rule to allow recruitment of Dwarf Elephants from Mediterranean Islands or Mammothry from the Far North
  • Cities on lakes can build ports
  • Characters can build Radhanite Quarters in Silk Road trade posts if they have Sympathy for Judaism or a Jewish Saintly Bloodline. If a trade post with a Radhanite Quarter comes under the control of someone who cannot build it, it is not destroyed, merely rendered inactive; Radhanite Quarters are only destroyed if the Jews are expelled from the realm.
  • Children of Peasant Leaders will also be considered peasant leaders for at least one generation, & possibly more depending on how much power their parents have (Noble snobbery)

Fully compatible with Ancient Religions Reborn for CleanSlate, Seduction & Romance Revamped for CleanSlate, Chinese Caliphates for CleanSlate, Cybrixkhan’s Immersion Packs for CleanSlate, Cities of Wonders for CleanSlate, Warrior Societies for CleanSlate, Jewish Kings & Jewish Immersion for CleanSlate, & and with any other CleanSlate mods I put out in the future.

Files overwritten:

  • 00_CastleCulture.txt
  • 00_CastleTerrain.txt
  • 00_city.txt
  • 00_tribal.txt
  • 00_tribalCulture.txt
  • 01_tradepostSilkRoad.txt
  • 00_special_troops.txt
  • base_culture_conversion_events.txt
  • base_job_steward_events.txt
  • rip_prosperity_events.txt
  • geographical_region.txt

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