I'm guessing these baronies should be relocated in light of the province border changes you suggested?You could just copy it from my mod and fix the baronies(at least the 4 already wrongly placed)... It fits perfectly ingame
I'm guessing these baronies should be relocated in light of the province border changes you suggested?You could just copy it from my mod and fix the baronies(at least the 4 already wrongly placed)... It fits perfectly ingame
Yes. The first four are already wrongly located and the other five are wrong with my province layout.I'm guessing these baronies should be relocated in light of the province border changes you suggested?
The culture itself exists, as does a mercenary company of Tangut culture. There just isn't any Tangut-culture province on the map because SWMH map doesn't extend that far to the east.Do you have a reason to not have a Tangut culture in game? Because have Jurchen and Khitan(Qidun), but not Tangut.
Not this, I'm talking about Ruler Designer, I just found Khitans (Qiduns) and Jurchens, but not Tangut, in the Altaic sessionThe culture itself exists, as does a mercenary company of Tangut culture. There just isn't any Tangut-culture province on the map because SWMH map doesn't extend that far to the east.
Tangut is in the Tibetan culture group, same as in vanilla.Not this, I'm talking about Ruler Designer, I just found Khitans (Qiduns) and Jurchens, but not Tangut, in the Altaic session
Oh, thanks.Tangut is in the Tibetan culture group, same as in vanilla.
So is this happening?I'm guessing these baronies should be relocated in light of the province border changes you suggested?
I was tangentially involved during the decision making process. IIRC the argument was that, given the way religions work (e.g. holy wars, opinion malus...), it's better not to have a separate religion, in much the same way SWMH dropped Zunism.The Khurmazta heresy is supposed to represent the Sogdian variety of Zoroastrianism, which combined it with local polytheism and was viewed by contemporaries as a distinct religion (see e.g. The Wiley Blackwell Companion to Zoroastrianism, or a brief description of it here). So why are the Sogdian provinces in SWMH Zoroastrian rather than Khurmazta in 867? I can understand removing Khurmazta completely and adding its patron god mechanics as a decision for Sogdian-cultured Zoroastrians, but currently it's in HIP, and it makes no sense for it to not be represented in it's definitory location.
I think you misunderstood my initial question, so let me rephrase it: would it still make sense for the baronies that you suggested that we move to be in their corrected location without changing province borders? Neither knowing any of the details myself nor having the time to do research on my own, I want to make sure what can be adopted with minimal change.So is this happening?
If you dont want to change province borders you can only change the first four baronies on the list titled with "HIP:"I think you misunderstood my initial question, so let me rephrase it: would it still make sense for the baronies that you suggested that we move to be in their corrected location without changing province borders? Neither knowing any of the details myself nor having the time to do research on my own, I want to make sure what can be adopted with minimal change.
They why not remove Khurmazta completely? It's in HIP currently, which creates an inconsistency - it's in the mod and might randomly appear, but not in its actual historical location.I was tangentially involved during the decision making process. IIRC the argument was that, given the way religions work (e.g. holy wars, opinion malus...), it's better not to have a separate religion, in much the same way SWMH dropped Zunism.
BTW, since a few patches ago it became possible to alter opinion malus via religion's character_modifier (e.g. adding character_modifier = { zoroastrian_opinion=25 } to Khurmazta will counter the Zoroastrians' heretic opinion of them). I've been wondering when HIP plans to start using this - e.g. make Messalians hated by all Christians, make Jews more sympathetic to Muslims, etc.IIRC the argument was that, given the way religions work (e.g. holy wars, opinion malus...)
Culture and religions need to be left as is for save game converter compatibility. But unused cultures and religions in SWMH ought not appear in-game. We'll look into this.They why not remove Khurmazta completely? It's in HIP currently, which creates an inconsistency - it's in the mod and might randomly appear, but not in its actual historical location.
Why not "overload" the religion? Use the "khurmazta" in the religions file for some other Zoroastrian heresy - e.g. Khurramites, who raised a number of revolts, were definitely different enough from Mazdakism to warrant their own religion, and have a somewhat similar name.Culture and religions need to be left as is for save game converter compatibility.
This might be a stupid question, but is it possible to get these without map/timeline changes of SWMH?*Adds real cultural retinues, every culture has a retinue based on a for it apporiate RL military unit.
*Adds cultural modifiers, every culture is no longer the same as the next one.
*Adds unique, and culture specific form of address and titles.
*Adds cultural appropiate spelling to all entites(from empires all the way down to the barronies), with many styling their contemporary medival spelling form(For instance Denmark sporting medival danish, while Norway featureing westnorse spelling).
You'd need to edit the files yourself, after copying-and-pasting them into an empty mod. It definitely wouldn't be difficult, even for a modding novice (just delete all references to non-vanilla cultures, culture groups, religions, and titles), but it definitely would be time-consuming, especially for the title localizations.is it possible to get these without map/timeline changes of SWMH?