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jursamaj

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Aug 20, 2012
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I was inspired by the Cultural Buildings Persist mod, which doesn't exactly do what the name suggests. So I made my own.

You can build cultural buildings according to your own culture or the province culture (or both!). Also, no cultural buildings should be destroyed when either culture changes. I think that will apply to buildings in holdings acquired via war, etc., but haven't had time to test it.

Steam Workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=458477090
 
This makes me miss the Crusader Elephants mod (it basically did this for retinues. I'm pretty sure you can make more retinues available in much the same way, but I'm too lazy to do so.)
 
This makes me miss the Crusader Elephants mod (it basically did this for retinues. I'm pretty sure you can make more retinues available in much the same way, but I'm too lazy to do so.)
That would be trickier. The trigger & potential on buildings gets scopes for the holding and the holder. The potential on retinues only gets the ruler. You could easily scope to the ruler's capital province, but I don't know if it would let you do things like any_demesne_province.
 
None of the files in the mod have changed in vanilla since then, so it should still work the same as it did. Do note though, that the only buildings I ever modded in it were cultural castle & steppe castle ones. The tribal file has some buildings with cultural requirements, and I never got around to modding that file.