Crusader Kings III

Crusader Kings III

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[Kei] Culture and Faith Granularity - 2.2.1 (CK 1.16.*)
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Mar 30, 2024 @ 12:43pm
May 15 @ 5:57pm
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[Kei] Culture and Faith Granularity - 2.2.1 (CK 1.16.*)

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.
• Each realm can change their Tolerance Laws towards different cultures and faiths, with benefits and drawbacks.
• Multicultural realms where tension remain low will gain benefits depending on the cultures it contains.

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.
• Longer-distance migrations
• Clergy demands and interference

Compatibility
Compatibility Patch Mods Thread

Fully compatible with my Enhanced County View mod.

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.

It is not compatible with mods that edit steward or court chapain tasks.
It 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:
gui\window_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. gui\window_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. gui\window_culture.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.
Popular Discussions View All (2)
34
May 4 @ 5:50pm
Compatibility Patch Mods
Keitaro_Ura
4
1
Jan 26 @ 3:46am
Regarding historical accuracy.
Solon
325 Comments
Iwen May 27 @ 4:48am 
Why would it be? WoC completely overhauls the county window and adds population, and it has granularity of its own so this isn't even necessary.
Boogaloo May 23 @ 4:06pm 
does this mod work with EK2
Vhodnoylogin May 22 @ 12:24pm 
Cool mod, but it changed gui and broke some other mods.
What's up with you, Paradox? Why decisions mods depends on gui-mod so strong?
realsomedude_ May 21 @ 3:30pm 
@Morewar1 Did you get it to work with More Provinces Expanded? I imagine it would be a load order issue, and one that could be solved by butting this mod far below MPE.
Iwen May 16 @ 1:14pm 
I'm pretty sure it works with Godherja, but the tolerance laws aren't adapted for their custom governments. So that means regardless of your authority laws you won't be able to change it for something custom like Admin Republic.
Kaftaar May 16 @ 2:53am 
Hello! Is there compatch for Godherja?
Morewar1 May 13 @ 5:24am 
I love this mod! Are there any plans to make it compatible with MPE? I have not been able to get them to work together, is it just a load order issue or are they incompatible?
FunGaming44 May 8 @ 2:59pm 
awesome, thanks for the update now waiting for your enhanced county view before i start using this one again
Keitaro_Ura  [author] May 8 @ 2:21pm 
Updated for the latest CK3 patch!