Crusader Kings II

Crusader Kings II

Preserve Our Cultural Heritage!
9 Comments
The Burger King 27 Jul, 2015 @ 10:05am 
doesn't hooni's mod not work tho?
TexStarshine 19 Jul, 2015 @ 11:04am 
tribals could change culture, but they would only have a chanve of that if they don't have hooni's mod and thus can't create tribal settlements, and norse who take french lands and remain tribal (through hooni's mod) could change to norman. Normans and Norse have different special buildings.
Vincente Steele 18 Jul, 2015 @ 11:01pm 
Whenever I start as Kiev or Magyar, I either change cultures several times or run into other cultural lands, if that answers the question in a satisfactory way.
jerry.barrington  [author] 18 Jul, 2015 @ 9:57pm 
Something I just noticed: I never modded 00_tribal.txt into this, so tribal players won't get any benefit. Do people ever change culture while still tribal?
jerry.barrington  [author] 18 Jul, 2015 @ 9:53pm 
+Venne : That's interesting. I'll have to check that out when I get time.
Vincente Steele 18 Jul, 2015 @ 9:24pm 
I decided to test this with console commands to easily change my culture to see how well it is. After changing culture twenty to thirty times and have roughly twenty (probably closer to 15) cultural buildings, I was so OP, but it's worth it if you're playing without cheats. Only issue I can find is cultural buildings using camels and elephants seemed to break and list bonuses for blank troops.
TexStarshine 16 Jun, 2015 @ 2:04pm 
ohhh, eh, might use this for my next viking playthrough.
jerry.barrington  [author] 16 Jun, 2015 @ 9:00am 
+Sketch : This mod doesn't add any new buildings. It just lets you build buildings based on both your own culture & the province's culture, and keeps existing buildings from being destroyed if either/both of those cultures change.

Both of those apply only to vanilla buildings. Cultural buildings added by other mods would need tweaked.
TexStarshine 16 Jun, 2015 @ 8:23am 
what ARE the buildings!?