Crusader Kings III

Crusader Kings III

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AI Culture Conversion
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Jan 16, 2024 @ 2:49am
May 2 @ 6:20pm
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AI Culture Conversion

Description
March 2025: Crown Update
-Vanilla Compatibility
-The impact of Cultural Acceptance on AI likelihood to culture promote has been lessened, i.e. higher acceptance gives less penalty to an AI's likelihood of converting than it did in previous versions

AI Culture Conversion
By default, the AI is heavily restricted when it comes to county culture conversion, this mod adds some additional logic to AI for culture conversion.

Features:
- AI Culture conversion based on AI personality, terrain, culture traditions, faith tenets, diplomacy, stewardship, traits, and target culture acceptance.
- Unrestriction of AI culture rules, AI can now spread culture as the player can.
- Customizable restrictions for AI in game rules, such as only allowing AI to convert countres that border their own culture.

AI Behavior
- Bold, high-energy, zealous AI personalities are more likely to spread their own culture.
- Nicer AI personalities are less likely to spread but may make up for this indecisiveness with their overall zeal, boldness, and energy.
- High stewardship/high diplomacy AI are more likely to spread their culture.
- AI is less likely to spread their culture the higher the level of their target culture's acceptance is, but more likely to spread if the acceptance is exceptionally low. Some AI personalities are able to bypass these restrictions, but only if their personality is strong enough.

Compatibility
This mod modifies task_promote_culture in council_tasks, making it pretty compatible, may be incompatibile with some total conversions that change culture conversion rules.
- Compatible with Culture Expanded if placed underneath.
Popular Discussions View All (2)
2
Jan 18, 2024 @ 8:01am
German translation
PhazezGova
1
Mar 10, 2024 @ 3:43pm
Russian translation
gxst
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