Download HERE for Multicultural World V0.7b
Current supported patches:
[2.6.3]
Localisation Languages:
English
Important Notice:
This mod is a beta version. It may not function correctly. If it does not, please, please report the problem in the thread so it can be fixed. If there are any other concerns about balance, design, or if you just want to say that it is working properly for you, please also post them here! Thanks!
The Multicultural World mod greatly expands the vanilla events that deal with cultural assimilation, with the intention of making conversion games and megacampaigns much more interesting by preserving cultural diversity.
Vanilla CKII has two main cultural conversion events: one of them assimilates right-religion provinces to the ruler's culture, and the other one sends settlers which change both religion and culture. There's also an event that allows rulers to convert to the culture of a local province, but this doesn't appear much since it is disabled by the Rajas of India DLC (and the decision that replaces it is basically never used by the AI). And with Reapers' Due another event was added which uses the crown focus to quickly convert single provinces.
The Multicultural World mod has the following changes:
There are a bunch of new non-vanilla factors that affect cultural changes:
There are a bunch of different game rules that control the different cultural spread systems. Random assimilation and migration can be turned off or set to twice the frequency, dynamic terrain-based migration can be turned off, and ruler assimilation can be turned off.In addition each of these can be set to restore the Vanilla functionality EDIT: as of v0.6b the option to restore Vanilla functionality is gone, you'll need to turn the mod itself off.
The mod does not change the crown focus events, or the melting pot events. I have plans for a lot of new melting pot events (to create all of the EUIV european cultures in fact) but this part of the mod needs to be tested first, and really it's a big job so if anyone wants to volunteer for it then let me know!
INSTALLATION:
This mod changes the following vanilla files:
Current supported patches:
[2.6.3]
Localisation Languages:
English
Important Notice:
This mod is a beta version. It may not function correctly. If it does not, please, please report the problem in the thread so it can be fixed. If there are any other concerns about balance, design, or if you just want to say that it is working properly for you, please also post them here! Thanks!
The Multicultural World mod greatly expands the vanilla events that deal with cultural assimilation, with the intention of making conversion games and megacampaigns much more interesting by preserving cultural diversity.
Vanilla CKII has two main cultural conversion events: one of them assimilates right-religion provinces to the ruler's culture, and the other one sends settlers which change both religion and culture. There's also an event that allows rulers to convert to the culture of a local province, but this doesn't appear much since it is disabled by the Rajas of India DLC (and the decision that replaces it is basically never used by the AI). And with Reapers' Due another event was added which uses the crown focus to quickly convert single provinces.
The Multicultural World mod has the following changes:
- Province assimilation, ruler assimilation and settler migrations are now separate mechanics governed by different groups of events
- All provincial culture-conversion events are much less likely, and it's quite possible for an individual province not to convert at all during the entire game
- Wrong culture group provinces can't be assimilated.
- Right religion group provinces can't be settled.
- Ruler ability has much less of an effect on cultural conversion speeds
- Cultural conversion speeds are heavily-dependent on culture type, province terrain, proximity to water and other socioeconomic/geographic factors
- Rulers are quite likely to adopt local cultures if their capital is of a different culture to them
- It is possible for the player to reject any province culture conversion event
There are a bunch of new non-vanilla factors that affect cultural changes:
- Culture type. All cultures are grouped into four types: Urban, Common, Rural and Nomadic. Urban cultures include city-dwelling 'civilized' peoples such as Greeks and Italians. Common cultures are fairly ordinary medieval societies and include the English and French cultures. Rural cultures represent peoples without huge cities and who inhabit the forests, hills and frozen wastes, such as the Welsh or the Finns. Nomadic cultures are similar to rural cultures but they inhabit wide open spaces like deserts and steppes, including Bedouins and Mongols.
- Culture prestige. All culture types are ordered in terms of cultural prestige, and there is a separate 'prestige cultures' category at the top including cultures such as Greek, Persian, Roman etc. Rulers will only adopt cultures more prestigious than their own, and the larger the prestige gap the more likely ruler assimilation becomes.
- Some cultures are classed as maritime cultures and find it easier to spread over the sea. Norse culture characters can spread their culture inland down rivers as well.
- Terrain permeability. This represents the physical ease at which ideas and travelers can pass through an area of terrain. Mountains and forests are less permeable than plains and farmlands. Terrain permeability affects province assimilation rather than settlement, and affects most culture types the same way. The exception is the nomadic culture type, who treat either steppes or deserts as fully-permeable (depending on the specific nomadic culture in question).
- Terrain habitability. This represents how willing settlers and colonists are to move to a particular territory. Different culture types prefer settling in different areas, urban cultures for example prefer farmlands and plains whilst rural cultures will settle pretty much anywhere.
- Adjacency. Usually culture only spreads to adjacent provinces. Unlike in Vanilla, adjacency also goes the other way, and isolated provinces with no same-culture neighbours are incredibly difficult to convert, meaning that small fragmented cultures will rarely ever disappear entirely.
- At sea, the local coastal culture will prevail unless the colonising realm has a coastal right-culture realm capital (ie the top liege's capital). Having a right-culture coastal capital adds in the necessary 'push factor' to start edging out the competition. Maritime cultural spread is halfway between assimilation and migration, and can convert right religion group, wrong culture group provinces.
There are a bunch of different game rules that control the different cultural spread systems. Random assimilation and migration can be turned off or set to twice the frequency, dynamic terrain-based migration can be turned off, and ruler assimilation can be turned off.
The mod does not change the crown focus events, or the melting pot events. I have plans for a lot of new melting pot events (to create all of the EUIV european cultures in fact) but this part of the mod needs to be tested first, and really it's a big job so if anyone wants to volunteer for it then let me know!
INSTALLATION:
- Extract the files to your computer
- Put the MulticulturalWorld folder and the .mod file in your Documents/Paradox Interactive/Crusader Kings II/mod folder (create the mod folder if it doesn't exist)
This mod changes the following vanilla files:
- cm_culture_conversion_events
- culture_conversion_events
Last edited:
- 13