Goblin-Cookie

First Lieutenant
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I found the original genocide events in the game were a little excessive, cultures with little political power were being swept away almost immediately and sometimes this happened simply by means of inheritance. So I got rid of the genocide events, cultural change will now happen randomly according to entirely vanilla criteria.

This is not intended to be the final release, I will update this ultimately to controlled EK Genocide, because there are some situations where it actually makes sense to have genocides. But that way a lot more work than simply getting rid of the events altogether.

To install unzip into the Elder Kings folder in the mod direction (not the other one!) and overwrite the base mod files.

0.2
*Fixed a bug that was causing the deactivated events to appear in the province decisions window and then crash the game upon activation.
 

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Sunbro BigBoss

Akrites
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Hi, I've tried out your mod and have a few tips to share:
First, it is good practice to have submods overwrite the base mod through a .mod file rather than doing it manually, that way both files are kept 'clean', so to speak.
Secondly you appear to have tried to remove the genocide decisions with a couple ###'s, however that is not sufficient to remove the decision (unless you cover all the lines) because it will bug out. The easy way out is to add an 'always = no' to the potential clause so that it cannot be used at all. There's also the issue that undead infestations seem to be intertwined with the 'desettle' and 'resettle' decisions, and that vanilla culture conversion is mostly disabled except for tribes. All in all it's a complicated thing to disentangle, I might try to tackle it some time in the future.
 

Goblin-Cookie

First Lieutenant
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Hi, I've tried out your mod and have a few tips to share:
First, it is good practice to have submods overwrite the base mod through a .mod file rather than doing it manually, that way both files are kept 'clean', so to speak.
Secondly you appear to have tried to remove the genocide decisions with a couple ###'s, however that is not sufficient to remove the decision (unless you cover all the lines) because it will bug out. The easy way out is to add an 'always = no' to the potential clause so that it cannot be used at all. There's also the issue that undead infestations seem to be intertwined with the 'desettle' and 'resettle' decisions, and that vanilla culture conversion is mostly disabled except for tribes. All in all it's a complicated thing to disentangle, I might try to tackle it some time in the future.

I have not encountered any bugs due to how I deactivated the events, I did it mostly so I could find the event files later. Vanilla culture conversion is not mostly disabled, it just happens very slowly which it should.

The undead problem is why I did not simply remove all the events. I have no real idea how they work in my submod, I removed the tags upriver (foreign enclaves) but kept the ones downriver going, because I figured the undead infestations needed it.
 

Sunbro BigBoss

Akrites
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Well I can only speak for what I see on my end, and the decision does appear to function and to still be employed by the AI.
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