building_effects_junction_STIM_culture
TEST - OMITTED
building - rom_BARBARIAN_commons_public_2, 3, and 4effect - rom_agent_action_passive_culture_spread FAILED.effect - rom_character_culture_conversion_to_state_culture FAILED.effect - rom_building_culture_conversion_germanic FAILED.effect - rom_building_culture_conversion_to_state_culture FAILED.effect_scope - this_provincevalue - 2, 3, and 5value_damaged - 1, 2, and 3value_ruined - 0
Hello everyone. What you're reading here are my modding notes. While adding the newest features to my mod in preparation for the release of STIM 3.1, I noticed that the Barbarian Culture is painfully short on culture producing buildings. Each subculture under the Barbarian umbrella only has 1 building subchain that produces cultural influence for the province, and these building subchains have the lowest values out of all the culture producing buildings in the game. From Tier 2, 3, and 4, the values for bonus culture are only 2, 3, and 4. Whereas there are roman and hellenic culture buildings that go as high as 4, 8, and 16, and they have multiple building subchains to choose from that provide this stat.
So I decided to give this culture conversion stat to a 2nd building subchain that would cover all the barbarian factions. I ended up picking the Public (Meeting Hall, Tavern, etc) subchain found in the Commons (Yellow) chain. But I cannot, for the life of me, get the damn thing to work. I've tried 4 different _culture_conversion_ effects keys, and none of them will actually apply the culture bonus to the province. They all manage to get the tooltip for the building to list a new effect stating that cultural influence will apply to the province, but when opening the province details window, the stats never actually get applied the province culture conversion rates.
I'm thinking there's gotta be something I'm missing in some building_ related table somewhere. Can anyone help?




Reply With Quote




