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Amethia

Second Lieutenant
95 Badges
Jan 9, 2011
109
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So I've been playing Saxon england from the start. With a norwegian king. Norwegian vassals. Norwegian barons. Norwegians EVERYTHING. Everything is owned by norwegians. There isn't a single saxon ruler left. I started in 1066 and took it with the norwegian king. Then cheated a little bit to remove all saxon rulers.

No culture has changed. Not the welsh ones in Wales and cornwall. Yet I just recently took Egypt ( Last 10 years ) and I already have 3 counties turn norwegian.

So yeah.. Ehm..

2012-05-15_00001.jpg

2012-05-15_00002.jpg

What's the problem? Can they only turn into english? Is there a file somewhere that I have to mod? Oh and if any of you know where the file is that controls how fast a county is turned into another culture. That be great! :)
 
You can't culture-convert provinces of your own religion unless they are adjacent to a province of your own culture. (You can't culture-convert provinces of another religion unless they aren't adjacent to a province of your own culture.)
 
I have had random events where my character will say something like "How can I lead these people if I don't understand them" or something like that and apparently he brings a bunch of people of his culture and it converts the county. I don't know what triggers this though.
 
You can't culture-convert provinces of your own religion unless they are adjacent to a province of your own culture. (You can't culture-convert provinces of another religion unless they aren't adjacent to a province of your own culture.)

So its impossible to convert England into another culture unless you're norman? huh, good to know :)
 
Okay. Gromille. How do I change that? :p Can I change the files somehow to make a county norwegian? Or mod it so it's the same as if it was another religion.
 
So its impossible to convert England into another culture unless you're norman? huh, good to know :)
Yes, because English culture is its own unique event chain which will only fire after a successful Norman invasion. It won't come about via any other culture.
 
You could maybe give some land to a muslim duke and let him convert the prov, then revoke title and wait for the conversion event, with that you should have a seed that will be eventually expanded.
 
well, in my last italian/catalan/occitan game Spain is starting to turn italian because my italian dukes in Spain got some random event that changed their provinces culture. This helped to spread italian culture even in my own spanish demesne.
 
Lama. That just sounds stupid. No offence. It's prolly what I have to do. But.. C'mon. England has been under norwegian rule for 100 years. That's like.. 5 generations in medival times :p They'd be speaking norwegian by now. At least.. In the cities? The norwegian language changed drastically under danish rule for 400 years. And by the end we all wrote danish. At least the lords. So yeah.

Paradox plix fix.
 
Okay. Gromille. How do I change that? :p Can I change the files somehow to make a county norwegian?
You can.

Or mod it so it's the same as if it was another religion.
You can. The file you want is events\province_events.txt - compare events 55000 and 55001.
 
Britain starts with a number of Norwegian provinces. You just need to connect them to the provinces that you want culture converted.

Converting culture takes a really long time in this game though (unless there's a religious conversion involved). I believe that is fairly accurate, and rather it's the quick conversion from Saxon to English that is more inaccurate. Or more precisely I think culture was a city by city thing rather than a country by country thing - a lot of dialects were mutually unintelligible - which was part of the reason why it was so hard to develop a centralized authority. English national identity only really developed during the 100 years war. In Central Europe it was even later.

Still, it's a fun game mechanic. One day I want to turn all of France Breton.
 
Everything I could find on culture changing, including becoming English.


Code:
# Province culture changes
character_event = {
	id = 55000
	desc = "EVTDESC55000"
	picture = GFX_evt_throne_room
	
	only_rulers = yes
	
	trigger = {
		any_demesne_province = {
			NOT = { culture = ROOT }
			any_neighbor_province = {
				culture = ROOT
				owner = { culture = ROOT }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 1200

		modifier = {
			factor = 1.5
			NOT = { stewardship = 2 }
		}
		modifier = {
			factor = 1.5
			NOT = { stewardship = 3 }
		}
		modifier = {
			factor = 1.5
			NOT = { stewardship = 4 }
		}
		modifier = {
			factor = 1.5
			NOT = { stewardship = 5 }
		}
		modifier = {
			factor = 0.75
			stewardship = 10
		}
		modifier = {
			factor = 0.75
			stewardship = 11
		}
		modifier = {
			factor = 0.75
			stewardship = 12
		}
		modifier = {
			factor = 0.75
			stewardship = 13
		}
		modifier = {
			factor = 0.5
			culture = mongol
			NOT = { year = 1300 }
		}
	}

	option = {
		name = "EVTOPTA55000"
		random_demesne_province = {
			limit = { 
				NOT = { culture = ROOT }
				any_neighbor_province = {
					culture = ROOT
					owner = { culture = ROOT }
				}
			}
			culture = ROOT
		}
	}
}

# Bring in some settlers
character_event = {
	id = 55001
	desc = "EVTDESC55001"
	picture = GFX_evt_carriage
	
	only_rulers = yes
	
	trigger = {
		any_demesne_province = {
			NOT = { culture = ROOT }
			NOT = { religion_group = ROOT }
			NOT = {
				any_neighbor_province = {
					culture = ROOT
					owner = { culture = ROOT }
				}
			}
		}
	}
	
	mean_time_to_happen = {
		months = 1200
		
		modifier = {
			factor = 1.5
			NOT = { stewardship = 2 }
		}
		modifier = {
			factor = 1.5
			NOT = { stewardship = 3 }
		}
		modifier = {
			factor = 1.5
			NOT = { stewardship = 4 }
		}
		modifier = {
			factor = 1.5
			NOT = { stewardship = 5 }
		}
		modifier = {
			factor = 0.75
			stewardship = 10
		}
		modifier = {
			factor = 0.75
			stewardship = 11
		}
		modifier = {
			factor = 0.75
			stewardship = 12
		}
		modifier = {
			factor = 0.75
			stewardship = 13
		}
		modifier = {
			factor = 0.5
			culture = turkish
		}
		modifier = {
			factor = 0.5
			culture = mongol
		}
	}

	option = {
		name = "EVTOPTA55001"
		random_demesne_province = {
			limit = {
				NOT = { culture = ROOT }
				NOT = { religion_group = ROOT }
				NOT = {
					any_neighbor_province = {
						culture = ROOT
						owner = { culture = ROOT }
					}
				}
			}
			culture = ROOT
		}
	}
}

# The English Melting Pot
character_event = {
	id = 55002
	desc = "EVTDESC55002"
	picture = GFX_evt_throne_room
	
	trigger = {
		year = 1100
		culture = norman
		any_demesne_province = {
			kingdom = {
				title = k_england
			}
			culture = saxon
		}
	}
	
	mean_time_to_happen = {
		months = 1200
		modifier = {
			factor = 0.75
			learning = 7
		}
		modifier = {
			factor = 0.75
			learning = 9
		}
		modifier = {
			factor = 0.75
			learning = 11
		}
		modifier = {
			factor = 0.75
			learning = 13
		}
		modifier = {
			factor = 1.5
			NOT = { learning = 5 }
		}
		modifier = {
			factor = 1.5
			NOT = { learning = 3 }
		}
		modifier = {
			factor = 2.0
			NOT = { learning = 1 }
		}
	}

	option = {
		name = "EVTOPTA55002"
		culture = english
		random_demesne_province = {
			limit = {
				kingdom = {
					title = k_england
				}
				culture = saxon
			}
			culture = english
		}
	}
}

# It's spreading
character_event = {
	id = 55003
	desc = "EVTDESC55003"
	picture = GFX_evt_throne_room
	
	trigger = {
		year = 1100
		culture = english
		any_demesne_province = {
			kingdom = {
				title = k_england
			}
			OR = {
				culture = saxon
				culture = norman
			}
		}
	}
	
	mean_time_to_happen = {
		months = 720
	}

	option = {
		name = "EVTOPTA55003"
		random_demesne_province = {
			limit = {
				kingdom = {
					title = k_england
				}
				OR = {	
					culture = saxon
					culture = norman
				}
			}
			culture = english
		}
	}
}

#Make my court speak English
character_event = {
	id = 55004
	desc = "EVTDESC55004"
	picture = GFX_evt_throne_room

	trigger = {
		year = 1100
		culture = english
		top_liege = {
			primary_title = {
				title = k_england
			}
		}
		any_courtier = {
			OR = {
				culture = saxon
				culture = norman
			}
		}
	}
	
	mean_time_to_happen = {
		months = 120
	}

	option = {
		name = "EVTOPTA55004"
		random_courtier = {
			limit = {
				OR = {	
					culture = saxon
					culture = norman
				}
			}
			culture = english
			hidden_tooltip = {
				character_event = { id = 55006 days = 3 }
			}
		}
	}
}

#Make my vassal speak English
character_event = {
	id = 55005
	desc = "EVTDESC55005"
	picture = GFX_evt_throne_room

	trigger = {
		year = 1100
		culture = english
		top_liege = {
			primary_title = {
				title = k_england
			}
		}
		any_vassal = {
			OR = {
				culture = saxon
				culture = norman
			}
		}
	}
	
	mean_time_to_happen = {
		months = 720
	}

	option = {
		name = "EVTOPTA55005"
		random_vassal = {
			limit = {
				OR = {	
					culture = saxon
					culture = norman
				}
			}
			culture = english
			hidden_tooltip = {
				character_event = { id = 55006 days = 3 }
			}
		}
	}
}

character_event = {
	id = 55006
	desc = "EVTDESC55006"
	picture = GFX_evt_throne_room

	is_triggered_only = yes

	option = {
		name = "EVTOPTA55006"
		culture = english
	}
}
 
I've said it before but this is a horrible way to go about doing this. There are islands that are simply impossible to change the culture of unless you become muslim. Forcing the playing to switch their religion simply to change the culture is bad game design. This needs to be reworked.
 
I think culture changes way too easily. In reality, very few areas have switched to another culture, but in the game it happens all the time. The way it currently works virtually guarantees that all the Baltic, Finno-Ugric, East African and Iberian cultures dissapear. Cultures without their own kingdoms often wanish before the game ends while in reality they survived much longer, eg the Breton and low German survived into the 19th century.
 
I've said it before but this is a horrible way to go about doing this. There are islands that are simply impossible to change the culture of unless you become muslim. Forcing the playing to switch their religion simply to change the culture is bad game design. This needs to be reworked.

You're not really meant to culture convert much though, its more of a bonus than a necessity. After all wrong culture group is only a 1% revolt risk penalty...

To mod the event posted above to allow organic culture change remove

Code:
 any_neighbor_province = {
				culture = ROOT
				owner = { culture = ROOT }

from the trigger section you could also reduce the MTTH say by a factor of 10.

Alternatively there are norwegian cultured provinces in Scotland and Ireland at the start of the game and if you grab them then you can spread your culture out from there.

But again you're not really meant to spread culture much. There arguably should be an extra event to help out Sicily/Spain but that really is all that's needed.
 
More "melting pot" cultures would be nice. There's a mod that adds a Sicilian melting pot - culture in Sicily is a mess in Vanilla while historically it developed its own culture distinct from the northern part of modern Italy. I'd like a Scandinavian-Saxon melting pot culture/event too, considering that England sometimes ends up in Norwegian or (rarely) Danish hands.