Hi, there's some sort of a bug with the Lombard provinces in northern Italy that I have isolated to somehow come from this submod. The provinces like to flip cultures to that of their direct owner's very easily once the game has been loaded at least once. I have no idea what could be causing this. I'm on the pre-HF patch and have HF disabled. I wasn't able to find anything about this. I am running a lot of other mods, but if I run just clean HIP with this mod, it does its thing regardless.
So basically:
Location: Northern Italy
Culture: Lombardo ("italian" in game files)
Problem: Flips to direct owner's culture on game load and any subsequent title succession.
Do you have any idea what could be causing this?
Sure, I attached one where I've been playing (Imperator.ck2) and one that is saved on the first day of the Old Gods scenario with my ruler being changed to Han culture for demonstration purposes (Hanperator.ck2. I also made the duke of Milan Aztec).I've had this happen to me once. Do you have a save that I could take a look at.
I'll look at this next year. I'm still busy with my exams.Sure, I attached one where I've been playing (Imperator.ck2) and one that is saved on the first day of the Old Gods scenario with my ruler being changed to Han culture for demonstration purposes (Hanperator.ck2. I also made the duke of Milan Aztec).
By the way, I also checked other start dates and it does the same thing, so it doesn't seem to be bound to any starting shenanigans. Changing culture conversion rules also does not have any effect on this bug.
UnderstandableI'll look at this next year. I'm still busy with my exams.
Oh yes, that makes sense. Thanks for bringing that to my attention, I'll bake the fixes into the next versionUnderstandable
In the meantime, I encountered a strange thing- renaming the adjective for any title to "Italian" changes it to "Italian Roads" when you close the window and check again. I think there might be a name conflict that is causing this by possibly confusing how the save is written. I'll keep looking into it
EDIT: Yup, when I changed all occurrences of "Italian" in the mod to "Italian_roads," there is no longer any issue with Lombardo provinces or renaming. I did the same process for Venetian, as I noticed that it kept switching in the old manner. I also added "_roads" to all other short names like German or Balkan just in case. Everything is in order now.
I have attached the main mod file with the issue fixed. Localization has been kept intact.
Apparently, I thought I had already released some of the map changes I had made, but accidentally deleted them instead. No update ever goes smoothly. The last version works perfectly fine, but if you want to incorporate my new changes, then download the new version.
- Made tweaks to the Baltic route; Imperial Roads; the English route and the Italian roads, including some more cities along all these routes
- Added a preliminary Atlantic route going from Bjørgvin to Nidaros then to Hålogaland
- Smacked Venice and Genoa on the Imperial Roads so they make more money again
- Reworked some graphics and tooltips descriptions
More love for southern Italy
This is the main problem, also when I look up routes online. I don't want to give the impression that such a trade route warranted a permanent stretch on the map for several centuries unless I feel confident to do so.but I don't know how later trade developed in that city).
Okay, this is epicBonus update: Instead of sleeping, I revamped and standardized the buildings.
- Toll Booth now updated: Gives +10% trade post income, -1 trade route wealth and -10 trade value at level 1
- Merchant enclave updated: Gives +25 trade value and +1.25 trade route wealth at level 1
- Inland Trade Post updated: Now called Trading post, gives +1 trade route income and +1 trade route wealth at level 1
- All trade posts & their buildings cost the same, patrician or not.
- All trade posts have a base value of 1, patrician or not.
- Buildings are now standardized, with the exception of special buildings like the Radhanite compound. This means Merchant enclaves can be built in inland trade posts. "Trading post" can still only be built where there is a trade post trigger, however.
Do I detect some sarcasm?Okay, this is epic
Speaking of Sicily, I'm not 100% sure what to do with a trade post there. I think the laziest (yet safest) thing for me to do is place a lone trade post trigger in Palermo, meaning it won't actually be connected to any trade route, but you can still build a trade post there, even as a feudal ruler. That way, you can consider the trade post an extension of the port, 'cause I really wish ports had their own mini-holdings a la forts and hospitals.That means more love for Sicily included??? After I downloaded this sub mod, I felt sad because there’s no trade post in there. Anyway thanks for making great mod!