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9Kbits

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Is this on purpose, or am I missing something? o_O
I’m not sure why that’s happening, actually. This problem used to affect every white character in the game, so it might be a remnant of that. I’ll take a look at it.
 

Xykon

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Is this on purpose, or am I missing something? o_O

That’s a bug that’s been in the mod for ages. I think the issue is rooted in the reference cultures used in the diversity events; if a character has one of the reference cultures as their ethnicity, then all of the normal hair and eye colours are available. If they have one of the actual in-game cultures as their ethnicity, then they’re stuck with black hair. This doesn’t apply to characters and cultures that use one of the DLC portrait packs, last I checked.

I think way to fix it would be to set the ethnicity for each character with a default portrait to the appropriate reference culture, though doing that could take a while.
 

R'hllor

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Hey team, great job bringing this mod back! Looking forward to the next update.

A minor nitpick: the father for the Marquis of Belize has a different dynasty in which he's the only member.

Also, I think the Americanists should have access to great holy wars, at least if the USA gets formed. I think it would be fitting if the president was able to unite their realms to manifest destiny, like the old Americans. I don't think it would be OP, even in the East Coast they don't seem to expand much if a player isn't present.
 

modernwhofan

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Hey team, great job bringing this mod back! Looking forward to the next update.

A minor nitpick: the father for the Marquis of Belize has a different dynasty in which he's the only member.

Also, I think the Americanists should have access to great holy wars, at least if the USA gets formed. I think it would be fitting if the president was able to unite their realms to manifest destiny, like the old Americans. I don't think it would be OP, even in the East Coast they don't seem to expand much if a player isn't present.
While the Americanists don't get their own Great Holy Wars (yet), the U.S. title does have an Imperial Reconquest CB (Not sure if it was renamed to Manifest Destiny or not), like Rome does in Vanilla. It let's you take everything from the former 13 colonies area, including Appalachia.
 

VonValerianRM

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Some questions/grievances I have:
1. Is nanissaanah intended to be the religion of the ontario natives, or is it just a placeholder for a future addition (I'm aware this was present in the original mod as well)?
2. Is someone currently working at removing vanilla references from the game? Currently I've seen multiple references to a Caliph, the "give sadaqa" decision, a seemingly nonfunctional furusiyya decision, a nonfunctional Saoshyant decision, etc.)
3. What exactly do the Revelationists believe? Are we free to write lore if there's a consensus that a particular religion or dynasty needs fleshing out?
 

9Kbits

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So where are the non-Steam versions of the various submods?
Included in the main download. Everything is inside that one .zip folder.

Some questions/grievances I have:
1. Is nanissaanah intended to be the religion of the ontario natives, or is it just a placeholder for a future addition (I'm aware this was present in the original mod as well)?
2. Is someone currently working at removing vanilla references from the game? Currently I've seen multiple references to a Caliph, the "give sadaqa" decision, a seemingly nonfunctional furusiyya decision, a nonfunctional Saoshyant decision, etc.)
3. What exactly do the Revelationists believe? Are we free to write lore if there's a consensus that a particular religion or dynasty needs fleshing out?
1. We don't currently plan to add any more new religions. This is because we're working on secret religions right now, and every time a new religion gets added we have to push back the completion date for secret religions.
2. We've already done all of that. You must be using the older version of the mod.
3. The beliefs of the Revelationists are laid out very clearly in the religion's desription:
A syncretic belief system, Revelationism's origins are Christian in nature. The trauma of the apocalypse and centuries of isolation and turmoil have lead to great distortions in the faith, emphasizing the supernatural and miraculous while often forgetting the Holy Trinity altogether.
In other words, it's what happens when a backwoods preacher loses his copy of the Bible, dies, and then his kids try to create a religion based on what they remember of Christianity.
 

Specialist290

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3. What exactly do the Revelationists believe? Are we free to write lore if there's a consensus that a particular religion or dynasty needs fleshing out?

3. The beliefs of the Revelationists are laid out very clearly in the religion's desription:

In other words, it's what happens when a backwoods preacher loses his copy of the Bible, dies, and then his kids try to create a religion based on what they remember of Christianity.

Basically, this.

Caveat: I'm not and never have been a developer for the mod, but I was an active participant in the original discussion that resulted in the Revelationists becoming a distinct thing from the Occultists of New England (they were originally both part of a generic "Occultist" faith), so I like to think that some of what I said had some influence at the time.

Take a look at the map, and draw an imaginary line from the Atlantic Ocean to the Mississippi River. At one far end, between the Atlantic and the foothills of the Appalachian Mountains, you have the Holy Columbian Confederacy and the orthodox Evangelicals: An organized religion, strongly rooted in "orthodox" Protestant theology and practice, supported by a powerful empire and all of the resources it can bring to support. Most of your clergy are going to be intelligent, literate men with a formal clerical education.

As you move westward into the Appalachian Mountains, things start getting a bit more rough-and-tumble. The links to the "civilized" world are weaker here, and education and literacy are spottier. This is where Evangelical orthodoxy gives way to the Charismatic churches, who place less emphasis on adherence to formal rites and teachings and more on the movement of the Holy Spirit and the manifestation of its "gifts," the charismata, as indicators of the presence of God working through an individual. This is where practices like speaking in tongues and snake-handling as a test of faith are common. Nevertheless, there's just enough common theology underpinning the two that the Evangelicals still recognize the Charismatics as some variety of Christian, if one badly warped by heretical doctrines and practices.

Move further EDIT: west, over the mountains and onto the Cumberland Plateau, and you cross over into Revelationist territory. Where the rise of the Holy Columbian Confederacy relatively soon after The End provided an environment where Evangelical Christianity could preserve some measure of continuity with its pre-Cataclysm roots, those survivors west of the mountains splintered into dozens of competing communities and tribes. The understanding of pre-Cataclysm beliefs has been altered into something else entirely by the incorporation of local folk beliefs, Charismatic rituals, and other elements from non-Christian religions into their beliefs and practices. Essentially, Revelationism is an eclectic form of animism with Christian trappings (like the Burning Bush, the Holy Spirit, the Serpent, etc.) seemingly present on the surface but totally divorced from their original theological context. To them, the "Holy Spirit," the "Son of God," and the "Burning Bush" aren't manifestations of a single omnipotent God, but members of a pantheon of totemistic spirits that can be appeased through ritual or angered through transgression like any other.
 
Last edited:

Trudon21

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Nomadic mercenary bands only get light infantry. I think it's to do with culture or culture group. Would it be possible to change it so nomad mercenary bands get horse archers and light cavalry or certain culture groups like Plains get them.
 

VonValerianRM

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2. We've already done all of that. You must be using the older version of the mod.

That's strange then. I'm not sure what could be causing this. The first post with the file "After the End v0.1i.zip"; is that the most recent version, without a doubt?

EDIT: i've figured it out. The mod "AI custom kingdoms and empires" alters realm_decisions.txt slightly, but doesn't give it a new name and still includes all the other vanilla decisions.
 
Last edited:

VonValerianRM

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Well, Wisconsin has been like that since it was first added to the game. I think the Norse religion is supposed to represent sports in general rather than the Vikings specifically (I mean, Green Bay is a holy site for the Norse religion after all.)

Still, I've received a couple of complaints from Wisconsinites about how the state is represented in-game. We might take another look at it in the future.

A sports based Norse religion would be swell. You could add different devotions (like Gracia Divina) depending on the sport played, and opinion modifiers because of disagreement over how the gods "do battle" per se. Loki could be represented as a malicious force of intellectualism, trying to deceive the righteous, honest, simple folk with unnatural games like "chess" *shudder*.