Crusader Kings III

Crusader Kings III

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[Kei] Culture and Faith Granularity
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4.740 MB
30 Mar, 2024 @ 12:43pm
10 Sep @ 3:09am
23 Change Notes ( view )

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[Kei] Culture and Faith Granularity

Description
Always wondered why counties switched faiths and cultures abruptly, without any trace of the previous ones ?
This mod was created in order to improve faiths and cultures granularities, increasing the depth of this facet of the game.

Main Features
Any number of faiths and cultures at province level, displayed in the county view.
Conversions happen progressively at province level, and it becomes very slow to completely convert a province and remove minority faiths/cultures.
• Ability to start councillor tasks directly in the province faiths/cultures view.
• Individual faith and culture map modes, displaying their granularity in the world.

Tension
Each province has a level of faith tension and culture tension, encompassing the population dissatisfaction (regarding their faith and culture) towards the county holder.
• Those tensions will evolve depending on the actions of their lieges (e.g. declaring wars) and progressively drift towards their baseline.
The higher the tensions, the greater the province maluses (decrease in Popular Opinion, Development growth, Holding taxes, Control decline).
• Faith Tension baseline depends on the faiths hostility and doctrines.
• Culture Tension baseline depends on the cultures acceptances and whether or not the county holder can speak the culture language.
• Each realm can change their Tolerance Laws towards different cultures and faiths, with benefits and drawbacks.
• Multicultural realms where tension remain low will gain benefits depending on the cultures it contains.

Multiplayer
The mod should fully work in multiplayer.

County Setup
For now, minority faiths and minority cultures are set at game start from nearby provinces and using holy sites, as I am not a specialist in researching the way the cultures and religions were in history.
Either people can make their custom setup by using the mod scripted effects, or a collaborative historical project can be made to have as much minorities and complexity represented in the game as possible.

For existing savegames: Play the game until the next 1st January, the religious and cultural minorities will setup then. (The map modes won't work in this case because of modding limitations)

Planned Features
• More ways to decrease tensions locally, such as special province laws/edicts.
• Longer-distance migrations
• Clergy demands and interference

Compatibility
Compatibility Patch Mods Thread

Fully compatible with my Enhanced County View mod.

This mod tries to be as compatible as possible.
However, due to the way modding is handled in this game, other mods might need to be modified to allow compatibility.

It is not compatible with mods that edit steward or court chapain tasks.
It does not depend on having vanilla faiths/cultures/counties, but uses the vanilla triggers/values for its systems.
It mostly works with Total Conversion Mods if loaded below in the playset, although the systems would need an additional compatibility mod.

Important vanilla files:
gui\window_county_view.gui If this file is replaced by another mod (lower in the playset), the faiths/cultures buttons in the county view won't appear, which are required to see the mod windows. gui\window_faith.gui Added a button to view the specific selected faith map mode. If replaced, it is stil possible to display the map mode by right clicking on a faith in the province faiths window. gui\window_culture.gui Added a button to view the specific selected culture map mode. If replaced, it is stil possible to display the map mode by right clicking on a culture in the province cultures window.

Other files being replaced would not break the mod main functionality.
More information in the compatibility.txt file in the mod.

Known issues
• Starting a councillor task from the council menu gives less information about the task (modding doesn't allow province level task selection). Starting a task from the new windows should be the preferred way.
• Cultural acceptance promotion task changes will be displayed in "Recent Changes" instead of "Yearly Change" breakdown.
• The faiths and cultures display is unfortunately disabled in observer mode (Issue with scripted guis).

Thanks to the Mod Co-op and the Paradox Modding Wiki for their help.
Popular Discussions View All (2)
36
18 hours ago
Compatibility Patch Mods
Keitaro_Ura
6
1
3 Sep @ 12:52pm
Regarding historical accuracy.
Solon
350 Comments
Burrito of Many Layers 21 Oct @ 6:51pm 
The current implementation of acceptance laws is very frustrating. The simplistic logic of "vassals who like you approve of law changes, vassals who don't disapprove" leads to weird situations where vassals who dislike you because of cultural or religious intolerance laws (which you may have been assigned randomly at game start) will oppose law changes that would remove cultural or religious intolerance laws.

I'm aware that this system comes from vanilla, where it already doesn't make a ton of sense, but it REALLY doesn't work for this mod. It would probably be prudent to add a bespoke system to allow for vassals to support law changes, even if they hate you, if the proposed law would alleviate the status quo that they also dislike.
Ingollumwetrust 4 Oct @ 1:34am 
@Keitaro_Ura
Is it possible to make acceptance laws different for each culture or heritage group ?
Thank you for this mod and Enhanced county view.
Archivist77 30 Sep @ 12:53am 
@Keitaro_Ura

Hi, would you be open to doing something similar albeit different/reworked for us on the EU5:Extended Timeline modding team when EU5 releases?

We would love your help or input on a similar system adapted for the location/pop system for EU5.

Thanks for any answer!
Franzosisch 21 Sep @ 10:44pm 
This is currently incompatible with AGOT. The faith menu is messed up.
Keitaro_Ura  [author] 10 Sep @ 3:17am 
The mod is now up to date, and has received a few changes & fixes which all noted in the Change Notes as usual.

@Frug G. Goblin If you put the cultural assimilation below this mod in the load order it should keep its functionality while still allowing this mod to work. Culture maps are still displayable by right-clicking on a culture in the barony culture view.
Frug G. Goblin 1 Sep @ 9:33am 
Does not work with the cultural assimilation mod
lowvirtueberg 31 Aug @ 8:34am 
I have found a workaround for ATE: click on a barony with no holding as there won't be a shield blocking the buttons to open the religion or culture panel. The panel will stay open for all baronies.
TurtleShroom 30 Aug @ 10:26am 
I found the problem. It was the Oriental Empires Mod plus the Communion and Denomination Mod. When both Mods are loaded at the same time, the game crashes on the first day. Without the Communion and Denomination Mod, it runs.

Frankly, I just want my Christians and Muslims to actually criminalize homosexuality and adultery, just like they did in real life. Paradox deliberately made that inaccurate to avoid offending the Modern Audience(TM).
lowvirtueberg 23 Aug @ 2:25pm 
Mega patch didn't fix the problem
lowvirtueberg 23 Aug @ 2:08pm 
Works with ate but the religion button is blocked by the barony holding coat of arms (due to the county screen being modified by COW3)