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Thread: Cultural tensions (new post)

  1. #41

    Default Re: Cultural tensions (new post)

    I'd gladly help! I have some very basic knowledge of the modding tools - I've made a few small mods changing unit building requirements and such - but I'm still very much a novice. But give me some basic instructions like "1. Load these files in PFM. 2. Open this subfolder. 3. Create a new value this way."and I'll get on it.

    I'm thinking I'll start out doing a limited area - say the provinces around Massilia - first and playtest as Massilia for maybe 50 turns to see how it feels. Then numbers can be tweaked and balanced before implementing on the whole map.

  2. #42

    Default Re: Cultural tensions (new post)

    I'm not entirely sure, but I think you have to make a new or modified table for the db -> region_religions_tables from the first part of the DEI files or from Cultural Tensio. There you can assign a religion to each region in a province (not just a religion to an entire province). Make note that CT uses higher values than vanilla DEI, but if you're only meaning to simulate the influence of outside cultures, I'd think you need to add values lower than the regional culture (which is usually 5).

    Normally the regions would be rom_provincia_narbonensis and rom_provincia_transalpina. But I don't see the 3rd region in the table, so it's possible that some or all region names for the IA campaign map are used for Massalia and other provinces in the Grand Campaign as well, which would be emp_narbonensis_massilia, emp_narbonensis_narbo and emp_narbonensis_tolosa in this case. You can simply create a new table using the test fields for Massalia alone and see how that affect the values ingame over vanilla and CT. If you're unsure about the meaning of certain religion variables, religions_tables has the name for the icon behind each religion, which has the name of each religion in its filename.
    Last edited by Dardo21; July 04, 2019 at 12:43 PM.

  3. #43
    Semisalis
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    Default Re: Cultural tensions (new post)

    Playing a roman campaign and i must say that after you reach a certain size the bonii coming from the main city buildings add up pretty heavily and conversion rate becomes too fast. For example right now latium and africa provinces have building latin cultural bouns of 217 while Asia, of which i hold just Rodhos has a bonus of 54.

  4. #44

    Default Re: Cultural tensions (new post)

    I've nerfed the cultural increase from buildings that increase cultural growth in all regions across the board. Furthermore, I've added the new Dacian capital as well.
    But, wait, there's more. With help from CEMN2017, there are now 2 versions, the first is the regular one, while the 2nd one attempts to simulate the effect that cultural regions have on each other, by increasing the base cultural influence of certain regions higher or lower compared to standard DEI and CT, to simulate the higher difficulty of overcoming the present culture in a region and the influence it has on nearby regions.

  5. #45
    Jake Armitage's Avatar Artifex
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    Default Re: Cultural tensions (new post)

    Oh, have to see that

  6. #46

    Default Re: Cultural tensions (new post)

    The optional new, harder version extends Cultural Tensio by adding cultural influence from neighboring Provinces's majority culture to the 'Local Traditions' stat of each Province. As a rule, the major 'Civilized' and the Nomadic factions will have a higher influence on their neighbors than 'Barbarian' or 'Minor Civilized'* factions to represent the added allure of ideas, trade, customs and power of the more advanced larger civilizations, and increased mobility in the case of Nomadic cultures.

    The result is higher 'Local Traditions' values across the board, especially in deep heartlands and where multiple 'Civilized' Provinces meet, such as in the Eastern parts of the map where for example Persian and Hellenic influence is very strong and will take great effort to assimilate and replace. Colonizers such as Carthage, the Galatians or the various Greek colonies will have to invest more into their cultural infrastructure to maintain their foothold, while the area's natives will have an advantage in conquering them - but suffer the colonizer's influence at home in return.

    Pacifying cultural unrest in newly conquered lands, investing in your cultural infrastructure and choosing cultural perks for your Generals and Governors is more important than ever!


    *For example: Judaic, Italic, Caucasian, Desert Nomadic.

  7. #47

    Default Re: Cultural tensions (new post)

    I've put your description in the OP.

  8. #48

    Default Re: Cultural tensions (new post)

    I'm playing with this (AE and AoH as well) as Odyrians right now and am getting -15 PO from cultural differences after conquering/confederating all of Dacia. It's 97% my culture. Is this something unique to the Thracians, is -15 the baseline minimum, or am I having some sort of error?

  9. #49

    Default Re: Cultural tensions (new post)

    You're playing with one of the version from this post and not from Steam right? Some of the cultures were incorrectly set up to get public order debuffs from themselves, but I thought I fixed all those, I'll recheck.

  10. #50

    Default Re: Cultural tensions (new post)

    The issue is resolved in the new (hard version) file here. Thanks!

  11. #51

    Default Re: Cultural tensions (new post)

    No problem.

  12. #52

    Default Re: Cultural tensions (new post)

    Bump, updated the harder version thad hadsome regions with low cultural ratings, especially eastern ones, with assistance from CEMN.

  13. #53
    Jake Armitage's Avatar Artifex
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    Default Re: Cultural tensions (new post)

    Keep it up

  14. #54
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: Cultural tensions (new post)

    Hey Dardo, a quick question; is CT fully compatible with mini-campaigns like HatG or CiG?

  15. #55

    Default Re: Cultural tensions (new post)

    I've looked for anything that added cultural influence/added it to all available buildings when it seemed logical, so it should be yes. I've played both campaigns with it already, so should be no issue.

  16. #56
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: Cultural tensions (new post)

    I see. Thanks, Dardo!

  17. #57
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: Cultural tensions (new post)

    Hey Dardo, how is it going? Do you know, by any chance, what's the current status of CT?

    Feel free to let me know if you temporarily need some help updating it.

  18. #58

    Default Re: Cultural tensions (new post)

    Hey thanks for asking, things are slightly better, my father has returned home from recovery so that's good atleast. As far as the mod is concerned, I updated it in august, but I don't really think there are any changes in current DEI that would need to be introduced. It's possible that some regions are missing the modified local cultural influences of the 'hard version', so far I suspect this might be the case for one of the islands of Corsica & Sardinia.

  19. #59
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: Cultural tensions (new post)

    That's good to hear, Dardo. I hope he'll be fine.

    Regarding the mod, I've started the campaign with the hardcore version and for now everythings seems to be ok. If there is any incompatibility there then it must be something small.

  20. #60

    Default Re: Cultural tensions (new post)

    thanks mate.

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