Crusader Kings III

Crusader Kings III

AI Culture Conversion
98 Comments
Mozary Jun 5 @ 12:12am 
Hello, thank you for fixing hybrid problem. I would like to make a suggestion to improve the hybrid fix. The 97 cultural acceptance requirement between parent & child culture for the boost to ai_target_score is nice, but i think its still too small of a timeframe for the AI. A couple of war and monthly event between parent & child culture could easly decrease cultural acceptance between the two by 1 ~ 5 in a year.

Therefore, i would suggest using culture_age instead of using cultural acceptance. You could tweak how long the score boost will last without external factor affecting it. The code would look something like this:

if = { #New Hybrid Fix
limit = {
scope:councillor_liege.culture = {
culture_age < 25
any_parent_culture = { this = scope:county.culture }
}
}
add = 120
}
Emanon Apr 30 @ 4:28am 
Does it work with the new DLC?
Witch ~ Mar 23 @ 3:06pm 
Will this work on modded games too?
James Blazer Mar 21 @ 5:49am 
Will try this out. Any load order info?
Ed Balls  [author] Mar 17 @ 9:43am 
However, I am not sure this mod was ever compatible with EK2, it has its own Culture System
Ed Balls  [author] Mar 17 @ 9:41am 
@Vin @Hotdog Seven
Hello, you can find old versions of the mod on skymod https://catalogue.smods.ru/archives/236471
Wizard Mar 16 @ 8:35pm 
Also looking for a 1.12.5 version, for EK2.
Hotdog Seven Mar 10 @ 9:26pm 
Do you have a version of this mod for 1.12.5 CK3? It would be really helpful since im trying to run Elder Kings 2 and it isnt compatible with the current version of this mod

(The AI literally NEVER converts culture)
Mozary Feb 2 @ 5:22pm 
But that would still leave the problem of the AI not prioritizing spreading hybrid culture on counties of its parent cultures, and instead more likely to go convert other culture, if there are any in the realm. Besides, i think the culture spread in Realistic setting is already perfect in my opinion.

I made a slight change in ai_target_score to negate the score subtraction from high acceptance between new hybrid/divergent culture and its parent culture. The new hybrid/divergent culture now spread more quickly and is to my liking, thank you.

if = { #Hybrid Fix
limit = {
scope:councillor_liege.culture = {
OR = {
is_hybrid_culture = yes
is_divergent_culture = yes
}
any_parent_culture = {
this = scope:county.culture
}
}
}
Ed Balls  [author] Feb 1 @ 4:09pm 
@Mozary This mod allows AI to culture convert at 100 acceptance (normal is 50), although they are less likely to because the acceptance is so high, if you'd like to make it more regular you can make the AI more likely to culture convert in the game rules, it's definitely a hump to get over at the Realistic setting
Mozary Feb 1 @ 3:54pm 
It seems the AI wont spread new hybrid culture because new hybrid cultures has 100 acceptance with both parent cultures
Duke of Bosnia Jan 25 @ 6:21am 
Does this mod work if added mid game?
Lord Castellan Majorian Jan 3 @ 10:29am 
Is this compatible with TFE?
Armadal Dec 22, 2024 @ 9:39am 
does it work with hybrid cultures? because I don't see AI spreading hybrid culture
Iwen Dec 2, 2024 @ 2:32pm 
@macintosh1257 Apparently not, I have run saves with both of them on, but I believe it negates the effects of AI Culture Conversion due to them both editing the behaviors of the AI. I did suggest a compatch on the Granularity page, though the dev said it'd be hard to do due to all the code changes needed.
macintosh1257 Dec 2, 2024 @ 7:37am 
@Iwen Those 2 mods don't work together?
The_Original(HUN) Nov 23, 2024 @ 6:52am 
are there any cultures exempt from the border only restrictions? like norse for example
Ed Balls  [author] Nov 6, 2024 @ 4:39pm 
@Iwen It's not compatible, it would need a patch
Iwen Nov 6, 2024 @ 7:48am 
Does this work with Faith and Culture granularity? Do I need to set a better load order?
cuomo860 Nov 3, 2024 @ 8:38pm 
@Gameshark Super Compatch combines this mod and others.
Gameshark Nov 3, 2024 @ 1:42pm 
Hi there! Is there perhaps a compatibility mod out there that combines this mod and https://steamcommunity.com/sharedfiles/filedetails/?id=3140679021 , or otherwise automatically restarts the convert culture councillor task?
Akatosharine Oct 21, 2024 @ 3:24pm 
Ok. :T
Ed Balls  [author] Oct 21, 2024 @ 3:00pm 
@Akatosharine Apologies, this suggestion is very good, but adding mechanical additions like this is outside of the scope of this mod, which sticks to changing AI behavior within the steward council task
Akatosharine Oct 21, 2024 @ 8:45am 
@Neonmeatdream would this be an acceptable suggestion?
Ishchyaboi Oct 20, 2024 @ 7:30pm 
Nice!
Ed Balls  [author] Oct 20, 2024 @ 1:32pm 
@Ischyaboi Cultural acceptance raises as it does normally from the more open-minded characters as in vanilla, and many characters (depending on their personality) prefer to promote cultural acceptance over converting
shy/cynical characters caring less about converting culture is implemented
Ishchyaboi Oct 20, 2024 @ 1:07pm 
What is the existing logic for raising cultural acceptance? Because I think raising cultural acceptance would be a good alternative for "nice" and intellectual characters that aren't also zealous. And then maybe shy or cynical characters just don't care about culture at all?
Akatosharine Oct 20, 2024 @ 3:32am 
Thanks! So. I was thinking that maybe you could include a cultural conversion legend that insta-converts titles to your culture? with mythical tier being Kingdom, going down from there.
Ed Balls  [author] Oct 20, 2024 @ 3:13am 
@Akatosharine Suggestions are welcome
Akatosharine Oct 20, 2024 @ 2:29am 
Can I suggest an addition to the mod?
Ed Balls  [author] Oct 19, 2024 @ 10:02am 
@巫毒山梨 感谢您报告此错误,mod已更新
PhazezGova Oct 19, 2024 @ 9:57am 
Thank you for the update
巫毒山梨 Oct 19, 2024 @ 9:34am 
不知道是不是和这次更有关,但是更新以后经常玩着玩着出现一个失去领地给我的领主无限尝试给这块已经属于我的领地传教。
error里出现了大量这个文本的循环,大概每秒数十个或许能够上百。
[00:29:27][E][jomini_script_system.cpp:284]: Script system error!
Error: Undefined event target 'county'
Script location: file: common/council_tasks/tasks.txt line: 1540 (task_promote_culture:ai_will_do)
Trowell200 Oct 18, 2024 @ 7:44pm 
Thanks! Looking forward to seeing the culture map look a bit more interesting
Ed Balls  [author] Oct 18, 2024 @ 5:28pm 
Major Update:
Improved county conversion logic
Roads to Power compatibility
Tribal/nomadic structure affects culture conversion
Culture in Iberia is now more competitive between AI during the Iberian Struggle
Phil Scott Oct 3, 2024 @ 11:13pm 
thx!
Ed Balls  [author] Oct 3, 2024 @ 10:45pm 
@Italian the Hun yep still works
Italian the Hun Oct 3, 2024 @ 5:00pm 
Hate to be *that person* but does this work with the new update?
Ed Balls  [author] Jul 23, 2024 @ 11:45am 
@Newtsy I included a gamerule that only allows Independent (non-vassal) AI to convert culture that you might wish to enable, it is disabled by default
Newtsy Jul 23, 2024 @ 11:26am 
Not in a good place right now. No way to notify you if your vassals convert tiles back. Also have your own personal counties being converted back despite spending a lot of time already converting them. Wastes way too much time and effort for not a great trade off. It doesn't add immersion, just makes it annoying. Gonna lose a really fun playthrough because keeping this mod isn't worth it.

Need to find a way to keep your own counties from being converted away from your culture. Makes no sense the ai can influence tiles they don't own when they aren't the top liege.
Greysuki Jun 26, 2024 @ 11:59pm 
Definitely not compatible with "Culture and Faith Granularity."
Creating a compatibility patch is also difficult unless someone wants to rewrite all the content of this mod.
Ayatullah Jun 3, 2024 @ 12:18am 
Can you make it compatible with MB+, that'd be awesome! Thanks for the great mod.
☧ Imperator ☨ May 25, 2024 @ 3:50am 
would be nice if your vassals didnt convert cultures contrary to yours
白罗斯 May 23, 2024 @ 12:53am 
终于不用看着一地图的混合文化了
fangmuan May 21, 2024 @ 7:02pm 
好!:steamhappy::steamthumbsup:
Ayatullah May 20, 2024 @ 11:15pm 
This mod did not work with More Bookmarks+. I mean, it doesnt converted any provinces whatsoever but didnt cause any crashes.
Gregor Samsa Apr 5, 2024 @ 4:13pm 
This doesn't seem to work properly with Culture and Faith Granularity (it increases the culture in the region by +50% instead of +5%).
Will you be making a compatch?
Thank you in advance ^^
Schmeeda Mar 23, 2024 @ 9:48am 
does this affect the AI's propensity to hybridize cultures?
Zane2x1x Mar 22, 2024 @ 9:41pm 
Is this compatible with EK2 or is there a seperate Mod for that