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unmerged(9146)

Dux Slaviensis
May 3, 2002
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As far as I know these things are hardcoded and you can't add any new religions or cultures through modding. You can however make use of existing ones by manipulating which provinces belong to which one. I guess people in the modding forum might know more about that, you may want to ask your question there.
 

Szordrin

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Sep 22, 2002
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You can add cultures no problem. You could theoreticaly add religion too, but i have no ideea how the game will treat them, since there are many things tied to religion, and an aditional one could be treated wrong (or not at all).
 

Kaigon

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Szordrin said:
You can add cultures no problem. You could theoreticaly add religion too, but i have no ideea how the game will treat them, since there are many things tied to religion, and an aditional one could be treated wrong (or not at all).
Have you successfully ADDED a culture? :confused:
AFAIK, it's impossible! All you can do is to re-arrange and re-name old ones...
 

Waffen9999

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I think that's what he meant. Renaming existing ones.
 

unmerged(24512)

Colonel
Jan 9, 2004
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And thus you could, in effect, create a new one. All you have to do is remove a very unimportant one, like shawnee, and make the shawnee provinces the same as some other unimportant culture in another part of the world, like Albanian. (albania will not colonize north america unless you're playing them)

Then, you can rename shawnee to whatever you want and give that culture to the provinces you want to have it.
 

unmerged(1047)

Commander, US Pacific Fleet
Feb 21, 2001
5.167
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There are a few cultures that don't show up at all in the stock scenarios (chief among these, Canary, which was set aside for the Canary Islands, but these are a Spanish colony in all scenarios). So you don't have to start out cannibalizing stuff.

Many culture mods shift all uncolonized provinces to a single "native" culture, which no country has access to, in order to free up extra tags that nobody is using. There are seperate tags, for example, for uncolonized provinces in central North America, Alaska, California, Australia and New Zealand, for example.... you could probably save/harvest at least four culture tags by combining these.

When working with renamed cultures, you have to use the "old" name in all files except text.csv, where you substitute in the new name in the proper text line.

You *cannot* change country, culture, or religion tags, period, (these are all hardcoded) but you can be creative with what they stand for. ;)
 

unmerged(23556)

Captain
Dec 16, 2003
376
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ok thanks. i wouldhave been interesteg in sploitting the pagan in to a few new ones and getting shinto for japan.

as for the cultures im propoply gonna split the ugric into tribes(ugric is the group of tribes->not a tribe)
 

Ayeshteni

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jamie85 said:
but hey. how do i modify the tribes?? were do i do that(gimme detailed instructions)

if i understand you correctly....

In text.csv you will have tags called...

CULTURE_UGRIC;ugric
CULTURE_CANARY;canary

(for example). To change them change the second part so that...

CULTURE_UGRIC;ugric tribe1
CULTURE_CANARY;ugric tribe2

(or whatever you wish to call them)

As sheridan says it is best to find and use a native tag (central america, amazonian etc and rename its second part 'native', as a catch all.

You can then directly alter the province.csv (a better solution is to alter your scenario file).

Open up your scenario file (1419.inc for the Grand Campaign) you will see a section called 'provinces' it is here you will make your changes.

an example....
province = {
id = 434
religion = catholic
culture = "dyola"
}
here I use the dyola culture for 'portugese'. The province id tells the game that this province is portugese. Further down the file I have all the original dyola provinces as 'indian' which I use for 'native' (so these provinces are not read as portugese - though this is not needed as it would only be relevent if you were not portugese and you placed a TP there).

For starting countries in the game you have to alter their .inc files
This is found in the SCENARIOS\1419 folder for the GC.

in my 1419_por.inc file it has this...
religion = { type = catholic }
culture = { type = dyola }

which tells the game at start that the portugese have 'portugese' culture. The possibilities are endless. Most empty provinces could have their culture changed to one tag - 'native' which would then free up around 20-30ish cultures. possibilities include, portugese, catalan, castilian, middle-german, lower-german, upper-german, brythonic (ask Sheridan ;) ) etc.

Hope this helps, I am sure some-one can explain it better than me.

yours
Ayeshteni
 

unmerged(1047)

Commander, US Pacific Fleet
Feb 21, 2001
5.167
1
In case you were curious, Brythonic was one of the three divisions I introduced in my old Gaelic mod... I split it into Gaelic, Scottish and Brythonic, which was a linguistic subgroup that covers Brittany and Wales. (I used Canary and Syrian as the tags; I changed the one Syrian province, Aleppo, to Arabic.) This was done so that England could get the culture for Scotland without either changing it or getting the culture for Ireland or Brittany, and France could get Brittany without Ireland or Scotland. (Other than those, the three cultures were only available to the four celtic countries, and they only got their own.) Wales still switched to Anglosaxon by event most of the time, as I didn't alter any existing events, only added a couple of new ones concerning Breton culture...
 

unmerged(23556)

Captain
Dec 16, 2003
376
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thanks. im propobly gonna spilt the ugric and gaelic tribes(course atleast ugric is a group of tribes not a tribe)

i'm also gonna make a couple of new midle american countries that need new tribe names
 

Ayeshteni

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Sheridan said:
In case you were curious, Brythonic was one of the three divisions I introduced in my old Gaelic mod... I split it into Gaelic, Scottish and Brythonic, which was a linguistic subgroup that covers Brittany and Wales. (I used Canary and Syrian as the tags; I changed the one Syrian province, Aleppo, to Arabic.) This was done so that England could get the culture for Scotland without either changing it or getting the culture for Ireland or Brittany, and France could get Brittany without Ireland or Scotland. (Other than those, the three cultures were only available to the four celtic countries, and they only got their own.) Wales still switched to Anglosaxon by event most of the time, as I didn't alter any existing events, only added a couple of new ones concerning Breton culture...


I was curious as I have never heard of Brythonic (not that I doubt you, I dont). My GC has gaelic split into Celtic and Brythonic, with Brythonic in Brittany, Wales and Cornwall province, while Ireland and Scotland have Celtic. (though I may split Ireland off, the English 'problem' is a good argument for this).

So, Brythonic, who uses this term? in other words who are your sources (Probably everyone and I am just clueless in this area :D )
yours
Ayeshteni
 

unmerged(1047)

Commander, US Pacific Fleet
Feb 21, 2001
5.167
1
Someone (I forget who) mentioned it as one of the two linguistic subgroups of the Celtic language family (covering Breton and Welsh). Irish and Scottish dialects fall into a seperate subgroup (these could have been put together, but for gameplay reasons I thought they needed to be separated). Since I was using it for both Brittany and Wales, I figured it was better than Breton (for accuracy).

Cornish would also be Brythonic, but it was not a majority in the province by 1419.... the Norman conquest of England did include Cornwall, and so it drifted into the English sphere of influence much earlier than the other Celtic countries.