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https://steamcommunity.com/sharedfiles/filedetails/?id=3463907335
not to mention production issues were everrything takes ages and many queues are built at the same time.
What about religions?
every_scope_pop = {
limit = {
pop_has_primary_culture = yes
}
culture = { save_scope_as = primary_culture_testing }
}
You can then have the option apply the following effect:
every_scope_state = {
every_scope_pop = {
limit = {
pop_has_primary_culture = no
}
change_pop_culture = {
value = 1
target = scope:primary_culture_testing
}
}
}
Hopefully the formatting of this isn't too bad. Steam isn't great with that.
Also, for others like myself who don't(/didn't) quite understand how assimilation works: the pop has to be non-disriminated against, that is, they have to be *accepted* (not necessarily primary though), in a province where it *doesn't* have a homeland, and the state in question has to be *incorporated*. Then assimilation works like a charm, it took me a few tries to understand all this.
So basically, you can't assimilate *at all* when you have the "Ethnostate" law, only other primary cultures with "National Supremacy", other shared heritages (like all Europeans) with "Racial Discrimination", and then non-heritage assimilation goes with "Multiculturalism".
Thanks for the mod!
Bad: Forced conversion works only for specific ratio of accepted culture to non accepted. Example:
Kyushu with 99,5% japanse have double pop grow thx to decree, so for 1k han i got 15k japanese.
Hokkaido with only 9% japanse is making mass extermination ainus so i got almost nothing from assimilation.
I still looking for mod to simulate ainus conversion to japanese.
And yea, I am aware of that you can do it, but as I said, it was a private quick fix for myself to play, I uploaded it only because I did not find any other mod solutions for the same problem in the workshop, I made a seprate version at first but it was turning off achievments and iron mode by doing so, the problem I still do not know how to solve. Bear in mind that I am not a coder, but a peasant 3d artist, so I am working with what I can deduce from the gamecode itself.
Back to these 4 modifiers you have looked at (which are not even used in the decrees, as I said), the problem with them, is that the game does not comprehend them even if you do something like state_non_accepted_birth_rate_mult = -1000, which is within the vanilla concept files. For example, the state_non_homeland_mortality_mult modifier works fine, despite it never being referenced in the code anywhere with only "homeland" being in the game concept. Following the example of this modifier, however, yields zero results, with even state_homeland_mortality_mult failing to work as a testing. You are free to test it all and upload a better mod version all by yourself, which you are clearly capble of, judging by your comment, It will be much easier for me, since I only want to enjoy the game with the working functionality, not the broken mess of a assimilation mechanic devs offered us at the release.
Also for future reference when crafting a mod from game files you can rename the file and only list in the file your changes instead of ALL of the vanilla file as to work better with other mods and only mess with what you want to mess with...
https://prnt.sc/qPrKbD6gcIct https://prnt.sc/G2fCUlIw9tDd
It is slowly replacing population as intended.
Ethnostate decree 10 days result for comparison
https://prnt.sc/EYAQRQw-u8f5 https://prnt.sc/qvUOPLMXf-H4