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Also, the work you've done is amazing! The enhancements to cultures alone make playing with your mod worth it.
For example - They might have a Prophecy that they're going to conquer a certain province, or that they're going to be at peace for a few years. So it's kinda like getting an ambition or society mission, but religion specific and randomly selected.
It actually wasn't my idea originally - It was originally cut content that was meant to be added to a patch to ATEFF 3 or 4 years ago, but was never finished. I simply restored what was already there to working condition.
I did a little more digging and discovered that with other characters, after falsely confessing faith, the option to found a secret society does not appear. I tested secret societies with the Gaians and that seemed to work fine. It seems unique to the Americanists.
The cause is a missing ROOT scope that should define *who* the modifier effects.
Also, do you have any idea why the quarrel war cooldown doesn't work? It says under quarrelsome_culture_cb that there should be added a cooldown for 5 years.
I tested it with every culture that can take it (Carpetbagger, Neomoor, Omedulac, Yanquito) and it works fine.
Just look up the mods I mention in search.
also do I need to run this mod with anything else other than this?
As for the belicose thing / the quarrel war cooldown (I'm not sure to which one you're referring here), I waited up to 5 years but I still didn't notice any effect from them.
In CK3, your character has 3 character traits, and these are consistent for their entire life. In CK2, your character's decisions during Events determine character traits - A character who chooses Cruel options acts cruelly.
Therefore having a Stress system that tries to push you into acting certain ways, while appropriate for CK3, completely runs counter to the design of CK2, where character traits are dynamic and meant to change over time.
The Alien Hybrid trait doesn't emerge from rulers declaring they are descended from holy blood or anything like that - It comes from a special events where Aliens give your character a child to raise.
Since these hybrids are placed into pre-existing families, I figured they would be viewed less as descendents of a holy bloodline, and more the result of capricious spirits dumping their children into human families. This is also why the trait isn't hereditary - I didn't want it to be a Descendent of the Prophet/Sayyid/Holy Bloodline trait that legitimises right to rule
-Post-Islamic: Yeah the name kinda sucks - I needed to call them something tho as they didn't neatly fit into a pre-existing category, and I'm not creating a totally separate religious group with one religion each.
>Check religions
>Post Islamic catagory
> “woah cool must be neat”
> Bahai and Druze
😐
-They get a government, Constitutional Feudalism, the main feature of which is that at the start of their reign their vassals assemble to vote on laws. Also Constitutional Feudalism realms are locked into having Council Voting on Law Change and Imprisonment
-Particularly pious Presidents get the Apotheosis trait when they die, which is the Americanist equivalent of Sainthood
-Theologians can pick a type of Americanist law to follow, which gives them a branch trait with major buffs
-Hamiltonians can now form their own presidency, which is inherited like a normal title instead of elected.