Q&A on Kingdoms Modding

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kronenblatt
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Q&A on Kingdoms Modding

Post by kronenblatt »

How do I mod that a region has population of different cultures, i.e., not only one, already at the beginning of a scenario?
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kronenblatt
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Q&A on Kingdoms Modding

Post by kronenblatt »

Is it possible to write a script in which modifiers are added and stats adjusted to leaders and rulers already existing in a game?
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jimwinsor
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Re: Q&A on Kingdoms Modding

Post by jimwinsor »

kronenblatt wrote: Mon Aug 19, 2024 8:26 am How do I mod that a region has population of different cultures, i.e., not only one, already at the beginning of a scenario?
That is not currently possible, but the possibility has been under discussion ...
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kronenblatt
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Re: Q&A on Kingdoms Modding

Post by kronenblatt »

jimwinsor wrote: Tue Aug 20, 2024 1:53 pm
kronenblatt wrote: Mon Aug 19, 2024 8:26 am How do I mod that a region has population of different cultures, i.e., not only one, already at the beginning of a scenario?
That is not currently possible, but the possibility has been under discussion ...
A region has always population of only one culture?
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jimwinsor
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Re: Q&A on Kingdoms Modding

Post by jimwinsor »

Initially, but individual pop culture can convert over the course of the game of course.
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Surt
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Re: Q&A on Kingdoms Modding

Post by Surt »

I was pretty sure that Sicily started with a mix of cultures in each region.
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kronenblatt
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Re: Q&A on Kingdoms Modding

Post by kronenblatt »

Surt wrote: Sun Sep 08, 2024 12:49 pm I was pretty sure that Sicily started with a mix of cultures in each region.
Is that the case? EDIT: I checked myself and the Sicilian regions all have Multinational populations, so not separate cultures within a region for its populations.
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Re: Q&A on Kingdoms Modding

Post by Surt »

Meh, should have checked a starting game ...
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Re: Q&A on Kingdoms Modding

Post by Surt »

If you want change it, it should be possible to make an event that fixes it on turn 1, the RGD new faith should show if it is possible.
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
kronenblatt
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Re: Q&A on Kingdoms Modding

Post by kronenblatt »

Surt wrote: Sun Sep 08, 2024 3:34 pm If you want change it, it should be possible to make an event that fixes it on turn 1, the RGD new faith should show if it is possible.
Yep, I've made such an event where different pops in a region get different cultures at start.
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jimwinsor
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Re: Q&A on Kingdoms Modding

Post by jimwinsor »

Yeah, this would be great for countries like Bohemia and Hungary that had German immigrant mining communities. Plus historic events like Cumans being invited to settle in Hungary and Byzantium, or Turks settling in Anatolia post-Manzikurt.
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