Hello all, I bring to you a WIP culture and colonization mod for DeI.
What is it?
Kulturkampf increases cultural tension between traditionally antagonistic peoples and repurposes the colonization and conversion system of DeI. To give a few examples of what I'm working on:
*Hellenic Genius: Greek Factions are persuasive but unstable. To achieve this I altered the Public Order balance for Hellenic Culture, hopefully to simulate the turbulence of Greek politics. In my test campaigns this has seemed to be the case. Greek culture is irresistible and powerful, as it was nearly everywhere the Greeks colonized. Greek ports and temples spread Hellenic culture.
*Roman Integration: Rome colonizes via arms, farms and fame. The more powerful you become, the faster your conquered regions should integrate. However, some areas will fight Roman rule tooth and nail. Expect near constant rebellion requiring a governorship and military presence to subjugate.
*Reworked Timeline: In the few test campaigns I've been running it takes roughly 1 generation (20 years) to achieve a 30% culture presence with a semi-compatible culture (i.e. Roman colonizing Greek/Illyrian). After about 45 years the culture will have become majority faction dominant, but again, only with effort.
*Note: This mod does not effect the diplomatic relations between factions of different culture groups. I'll leave it up to the DeI team which already has a great dynamic with their hardcore/softcore submods. KK only affects internal faction dynamics, the integration process and governance.
****Updated 27 NOV for compatibility with 1.2c and the Power and Politics Beta
Please give me feedback on the Steam workshop, Cheers:
Links: https://steamcommunity.com/sharedfiles/filedetails/?id=1214120317
Details for modders:
This mod was edited with the following method:
Sub-tables labeled with @(Sub-table) edited existing DeI values:
Barbarian Temple Values, Eastern Public Works/Water, Eastern Temples, Hellenic Ports, Hellenic Temples, Hellenic Public Works, Roman Ports, Roman Public Works, Roman Temples, Special Buildings
Sub-tables labeled with @@(Sub-tale) added new features:
Hellenic Public Works (Added Slave/Tradesman Populations)
Eastern Ports (Added Mercantile Populations, Slave Populations)
Roman Ports and Public Works (Added Mercantile, Slave and Tradesmen Populations)
The following DeI tables are overruled by this mod:
Barb_Forum_Public_Water
Barb_Temples
East_Forum_Public_Water
East_Temples
Hel_City_Ports
Hel_Forum_Public_Water
Hel_Temples
Rome_Forum_Public_Water
Rome_Temples
Special_Capitals
DeI_diplomatic_relations_religions
character_skill_level_to_effects_junctions
DeI_region_religions
DeI_religion_conversion_mods
DeI_religions