Crusader Kings III

Crusader Kings III

144 ratings
No Compound Culture Names
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169.953 KB
Aug 17, 2023 @ 11:47am
Nov 5, 2024 @ 10:55am
9 Change Notes ( view )

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No Compound Culture Names

In 1 collection by Ramuné
Ramuné's CK3 Mod Collection
14 items
Description
Achievement compatible.

Save game compatible.



If you have any suggestions or encounter bugs, please let me know.

With special thanks to the CK3 Mod Co-op Discord!



Personally, I am fine with small compound names like "Bulgaro-Persian", but I also like to lessen hybridization requirements. Though this sometimes leads to the AI creating abominations like "Mashriqi-Perso-Bulgari-Greco-Bulgarian", which this mod attempts to alleviate:

Features
  • New AI hybrid cultures will be renamed to the capital county of the hybridizing character unless they are deemed by Paradox to be unique hybrid cultures. Note that "Turko-Persian" and "Turko-Afghan" are considered to be unique cultures and won't be renamed.
  • If that capital county was previously used to rename a new hybrid culture, its de jure duchy will be used to rename the new culture instead.
  • If both titles are already taken, the new culture will not be renamed and you'll end up with a compound culture anyway.

Compatibility
  • No base game files or effects are being overwritten.
  • If another mod adds their own unique culture names, this mod won't know of those triggers and will thus rename those new hybrid cultures once they emerge. Only unique base game hybrid cultures are being accounted for.
50 Comments
calvinsoul Nov 2 @ 3:38pm 
Is it possible to update is? I love this mod.
lowvirtueberg Sep 7 @ 3:29pm 
Is there a way to copy the ATE hybrid culture name file text and reformat it for this mod? Adding every new culture into the scripted triggers file in notepad++ manually is taking ages to do
lowvirtueberg Sep 7 @ 2:45pm 
I'm trying to add the hybrid culture names from ATE so they don't get overwritten, i was wondering if you could write the exemptions in the NCCN_scripted triggers as
scope:culture = culture:X
scope:other_culture = culture:Y
Or does it have to be written like:
scope:parent_culture_1 = culture:X
scope:parent_culture_2 = culture:Y
?
00X268 Aug 17 @ 1:06pm 
For some reason, It seems to affects the aquitanian culture formation making It to be the "bearnian" culture
Nerdlore Jun 9 @ 11:51am 
Great mod, used it for a few years now. Only issue is that every game a second Lombard culture appears with near identical colouring. If not for this it's a 9.5/10 from me! :bust:
Ramuné  [author] Jun 7 @ 12:55am 
@Barry As per the description, it was never meant to work for players, only for the AI.
Wise Chinese Uncle Jun 6 @ 4:03pm 
seems to only work for the AI now
Altoninus May 17 @ 10:43am 
@Dkdm The mod seems to be working for me. What's not working for you?
Dkdm May 14 @ 12:17pm 
Unfortunately this do not seem to work anymore. Would love to see an update.
Ġedryht of Wōden May 4 @ 12:19pm 
Does this need updating?