[Kei] Culture and Faith Granularity – 1.1.0 (CK 1.12.*)

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Author: Keitaro_Ura

Last revision: 11 Apr at 19:56 UTC (2)

File size: 4.14 MB

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Description:

Always wondered why counties switched faiths and cultures abruptly, without any trace of the previous ones ?
This mod was created in order to improve faiths and cultures granularities, increasing the depth of this facet of the game.

Main Features

• Any number of faiths and cultures at province level, displayed in the county view.
• 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.

Tension

• Each province has a level of faith tension and culture tension, encompassing the population dissatisfaction (regarding their faith and culture) towards the county holder.
• Those tensions will evolve depending on the actions of their lieges (e.g. declaring wars) and progressively drift towards their baseline.
• The higher the tensions, the greater the province maluses (decrease in Popular Opinion, Development growth, Holding taxes, Control decline).
• Faith Tension baseline depends on the faiths hostility and doctrines.
• Culture Tension baseline depends on the cultures acceptances and whether or not the county holder can speak the culture language.

Multiplayer

The mod should fully work in multiplayer.

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.

For existing savegames: Play the game until the next 1st January, the religious and cultural minorities will setup then. (The map modes won’t work in this case because of modding limitations)

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.
• Clergy demands and interference

Compatibility

Compatibility Patch Mods Thread

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.

Important vanilla files:

guiwindow_county_view.gui If this file is replaced by another mod (lower in the playset), the faiths/cultures buttons in the county view won’t appear, which are required to see the mod windows. guiwindow_faith.gui Added a button to view the specific selected faith map mode. If replaced, it is stil possible to display the map mode by right clicking on a faith in the province faiths window. guiwindow_culure.gui Added a button to view the specific selected culture map mode. If replaced, it is stil possible to display the map mode by right clicking on a culture in the province cultures window.

Other files being replaced would not break the mod main functionality.
More information in the compatibility.txt file in the mod.

Known issues

• Starting a councillor task from the council menu gives less information about the task (modding doesn’t allow province level task selection). Starting a task from the new windows should be the preferred way.
• Cultural acceptance promotion task changes will be displayed in "Recent Changes" instead of "Yearly Change" breakdown.
• The faiths and cultures display is unfortunately disabled in observer mode (Issue with scripted guis).

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

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Revisions:

Old revisions of this mod are available below. Click the link to download.