On that note, how about a Titular Kingdom of Alabama? (Yellowhammer if you want to stick to your nickname motif.) Essentially the logical step for Independent Black March.
It appears that the military trait changes were partially missed. The name for the old experimenter trait was changed to Direct Leader, as per vanilla, but it still has the 30% Experimentality combat modifier.
I just added these fixes to Github.Noticed you need to change "rettype_cul_northg" to "rettype_cul_northger" in 00_retinue_subunits to fix localisation.
Now that is a beautiful sight![]()
Knights of Peter Claver just successfully crusaded Consumerist Carolina, while I'm an Indepedent Black March trying to form a kingdom that runs between the crumbling HCC's western Border and the banks of the Mississippi
Rust Cult appreciate Mechanic devices because they can recreate them on a small scale. Gears are simple to grasp. You grind one gear into the other and both turn. Many middle age societies had water wheels. It's a concept that can be retained. However, Electricity is a lost technology, as are fictional firearms. Only 3% of nobles might have a firearm because they've stumbled upon a cache within a ruin. There's certainly not enough firearms around for Rust Cult army to be armed with them.
Atomicists only have the vaguest notion of Nuclear power, and it's almost certainly because of the effects of fallout, not any experience of functional nuclear power.
I've spent today adapting the basegame Decadence system so that it works with the Old World pagans (atomicist, consumerists, americanists, and the rust cultists who I added in cause I think they fit the category more-alongside making them start the game as a reformed faith). I've also added another government similar to Iqta, called a "Heritage State", where rulers can hold temple holdings and turkish succession is the only limit available. Basically, to make the Old World pagan's more mechanically similar to base-game Muslim's, in order to add a bit more difference between them and the Christian's around them, and because I think the focus on decadence makes sense for the faiths; since they're based on revering the Old World in its glory before the fall, they'd want to avoid the same mistakes made by their forerunners; whether it be ignoring the Founding Fathers, the Almighty Dollar, Atomosk or Omnissah.
If the devs would be interested in my changes, I can upload them for you to look at it.
I'll add localizations for our custom traits that impact health (atom_bless_death: "of a wasting illness", atom_curse_death: "of cancerous tumors", and zombi_death: "of brain rot"), and fixed the sympathy Pacific trait localization.A few things to note:
The death info for one caused by the Blessing of the Atom shows up as atom_bless_death in game
The "Sympathy for Pacific Religions" trait has a similar issue, as well as the Mormon heresies' descriptions
Oh, and a question. Is there a titular empire for the Arixan culture, and if so, what is it?
Yes, I believe that it's working as intended. With the death of the leader that particular invasion may have failed, but additional ones may occur.Oh, the Japanese invasion just fired in my game, around the 2740s. However, the title-holder died in battle and no successor was made, so the title was destroyed. Is this normal?
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I'll add localizations for our custom traits that impact health (atom_bless_death: "of a wasting illness", atom_curse_death: "of cancerous tumors", and zombi_death: "of brain rot"), and fixed the sympathy Pacific trait localization.
We got a lot less diligent about adding formable cultural empire titles after the CM DLC added the ability for anyone to create a custom kingdom/empire title.